TotemBar v0.2.5
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<Bindings>
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<Binding name="TOTEMBAR_DROPSET" runOnUp="true" header="TOTEMBAR">TotemBar.dropSetKey(keystate);</Binding>
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<Binding name="TOTEMBAR_RECALL">TotemBar.CastRecall();</Binding>
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<Binding name="TOTEMBAR_TOGGLEBAR">TotemBar.ToggleBar();</Binding>
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<Binding name="TOTEMBAR_TOGGLEOPTIONS">TotemBar.ToggleOptions();</Binding>
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<Binding name="TOTEMBAR_TOGGLEBIND">TotemBar.ToggleBindMode();</Binding>
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<Binding name="TOTEMBAR_CAST_FIRE">TotemBar.CastElement("Fire");</Binding>
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<Binding name="TOTEMBAR_CAST_EARTH">TotemBar.CastElement("Earth");</Binding>
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<Binding name="TOTEMBAR_CAST_WATER">TotemBar.CastElement("Water");</Binding>
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<Binding name="TOTEMBAR_CAST_AIR">TotemBar.CastElement("Air");</Binding>
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<Binding name="TOTEMBAR_TOTEM_SEARING_TOTEM" header="TOTEMBAR_FIRE">TotemBar.CastTotem("Searing Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_FIRE_NOVA_TOTEM">TotemBar.CastTotem("Fire Nova Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_MAGMA_TOTEM">TotemBar.CastTotem("Magma Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_FLAMETONGUE_TOTEM">TotemBar.CastTotem("Flametongue Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_FROST_RESISTANCE_TOTEM">TotemBar.CastTotem("Frost Resistance Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_EARTHBIND_TOTEM" header="TOTEMBAR_EARTH">TotemBar.CastTotem("Earthbind Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_STONECLAW_TOTEM">TotemBar.CastTotem("Stoneclaw Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_STONESKIN_TOTEM">TotemBar.CastTotem("Stoneskin Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_STRENGTH_OF_EARTH_TOTEM">TotemBar.CastTotem("Strength of Earth Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_TREMOR_TOTEM">TotemBar.CastTotem("Tremor Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_FIRE_RESISTANCE_TOTEM" header="TOTEMBAR_WATER">TotemBar.CastTotem("Fire Resistance Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_HEALING_STREAM_TOTEM">TotemBar.CastTotem("Healing Stream Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_MANA_SPRING_TOTEM">TotemBar.CastTotem("Mana Spring Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_POISON_CLEANSING_TOTEM">TotemBar.CastTotem("Poison Cleansing Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_DISEASE_CLEANSING_TOTEM">TotemBar.CastTotem("Disease Cleansing Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_MANA_TIDE_TOTEM">TotemBar.CastTotem("Mana Tide Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_GRACE_OF_AIR_TOTEM" header="TOTEMBAR_AIR">TotemBar.CastTotem("Grace of Air Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_GROUNDING_TOTEM">TotemBar.CastTotem("Grounding Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_NATURE_RESISTANCE_TOTEM">TotemBar.CastTotem("Nature Resistance Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_SENTRY_TOTEM">TotemBar.CastTotem("Sentry Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_WINDFURY_TOTEM">TotemBar.CastTotem("Windfury Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_WINDWALL_TOTEM">TotemBar.CastTotem("Windwall Totem");</Binding>
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<Binding name="TOTEMBAR_TOTEM_TRANQUIL_AIR_TOTEM">TotemBar.CastTotem("Tranquil Air Totem");</Binding>
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</Bindings>
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# Changelog
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All notable changes to TotemBar are documented here.
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## v0.2.5 — 2026-07-25
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### Added
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- **New option: "Show drop-all button".** The drop-all-totems button can now be
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hidden from the bar, for anyone who drives it purely from a keybind or a macro
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and would rather not spend the slot on it. On by default, so nothing changes
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unless you turn it off.
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- **The keybind keeps working while the button is hidden.** It is bound to the
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cast function, not to the frame, and the entry stays listed in the Esc key
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bindings menu — otherwise you could never assign it again.
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- **The bar resizes instead of leaving a gap.** In the 1×6 layout it shrinks by
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one slot. In 2×3 and 3×2 the frame keeps its size on purpose: Recall still
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needs the last column, and shrinking there would break up the 2×2 block of
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the four element totems. What remains is one empty grid cell in the trailing
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corner — invisible, and it simply adds drag area.
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## v0.2.4 — 2026-07-14
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### Fixed
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- **Totemic Recall no longer refuses to fire after a /reload.** The "no totems
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out — not recalling" guard could block a legitimate recall: TotemBar tracks
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which totems you've dropped in memory only, and a `/reload` wipes that memory.
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On 1.12 there is no `GetTotemInfo` / totem unit-id to re-detect a totem that
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was placed before the reload, so the addon wrongly concluded nothing was out
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and refused to recall. The guard now blocks **only** when it is certain nothing
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is out (it tracked totems this session and they've all expired); after a
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/reload the state is unknown, so it fails open and lets the recall through.
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Worst case is one needless recall right after a reload — far better than a
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blocked one.
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## v0.2.3 — 2026-07-13
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### Fixed
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- **Totemic Recall no longer sweeps away a freshly-placed set (nampower).**
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With nampower installed, dropping your set while the global cooldown was
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active could make the new totems appear and then instantly vanish: nampower
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queued Totemic Recall behind the GCD, so it fired *after* the (off-GCD)
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totems were placed and pulled them right back down. TotemBar now casts
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Recall via `CastSpellByNameNoQueue` when nampower provides it, so a
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GCD-blocked Recall is skipped for that press instead of firing late. No
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effect for setups without nampower.
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### Changed
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- **The drop-set keybind now recalls on key-down and places on key-release.**
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This keeps the recall and the totem placements as separate hardware events;
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for a normal tap the difference is imperceptible.
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## v0.2.2 — 2026-07-10
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### Added
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- **"Button spacing" slider** in the options panel (10–30 px) — adjusts the
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gap between bar buttons live, including the flyout and assignment panel.
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### Fixed
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- **Keybind casts now start TotemBar's own duration/pulse timers.**
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Per-totem and element key bindings call the same tracking as click-casts.
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Previously, setups without pfUI got no timer/ring/pulse feedback for
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keybind-cast totems, and even with pfUI the spawn ripple and out-of-range
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tint were missing for them.
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### Removed
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- **Dead `pulseGlow` setting** — the anticipation glow is part of "Show
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pulse waves"; stale saved values are cleaned up automatically.
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## v0.2.1 — 2026-07-10
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### Fixed
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- **Tooltips showed rank 1 instead of your highest rank.** Both totem
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tooltips (element buttons and the flyout) resolved the spell by its first
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spellbook match — which is rank 1 — so mana cost, damage and duration read
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far too low. Display-only: the actual cast is name-based and always used
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your highest rank. Tooltips now resolve to the highest known rank **and
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show the rank** next to the spell name (vanilla's tooltip omits it).
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## v0.2.0 — 2026-07-10
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**The Pulse UI release** — a complete visual rework of the bar around one idea:
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you should see at a glance *how long* each totem still stands and *when* it
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pulses next.
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### Added
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- **Round floating slots.** Buttons are free-floating round icons in a subtle
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shadow-rim frame — the square boxes and backdrops are gone. Flyout, Recall
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and drop-set share the round look (round hover/pressed states included).
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- **Duration ring (time traffic light).** The outer ring drains with the
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totem's remaining lifetime and blends green → yellow → orange → red as time
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runs out.
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- **Pulse ring.** A thin inner arc in the totem's element color fills toward
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the next pulse and resets when it fires — animated per frame, no stutter.
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- **Server-accurate pulse timing.** Intervals and first-tick behavior come
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from TurtleWoW server data, not guesswork: e.g. Tremor pulses every **4s**
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(not the commonly cited 3s) and ticks **immediately** on placement, while
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Magma/Healing Stream/Mana Spring first pulse one full interval after
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placement. Water totems additionally re-anchor on the real observed
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mana/heal ticks.
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- **Pulse waves & anticipation glow.** An expanding ripple in the element
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color marks each pulse; a soft halo builds around the ring during the last
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stretch before it. A spawn ripple confirms every placement.
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- **Bar layouts.** Cycle between 1×6, 2×3 (elements grouped as a 2×2 block)
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and 3×2 in the options panel.
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- **Custom art set.** Element glyphs for empty slots (no more question
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marks), a four-element drop-set icon, a minimap glyph, a custom options
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panel skin with rounded corners, and grounding shadow plates under the
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slots. All art is generated by scripts in `tools/` — reproducible, no
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binary-only assets.
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- **New options:** Show duration ring · Show pulse ring · Show pulse waves ·
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Show countdown text · Layout.
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- **`/tb pulsecal` (dev aid):** captures pulse-timing telemetry to
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`imports\totembar_pulsecal.txt` (SuperWoW) for verifying timings in-game.
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### Changed
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- Button spacing widened (4 → 10 px) to give the ring frames air; multi-row
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layouts use the same tight pitch vertically.
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- Options panel restyled with the custom skin and section dividers.
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- The remaining-time countdown text is now optional (on by default).
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## v0.1.3 — 2026-07-09
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### Fixed
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- **Totemic Recall no longer wastes its 6-second cooldown.** Recall — via the
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button, its keybinding, or the "Totems" macro's auto-recall — now only fires
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when you actually have totems out. Casting it with nothing down put Recall on
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its 6s cooldown, so a set placed right after couldn't be recalled for 6
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seconds. With nothing out, TotemBar now skips the cast (with a brief note).
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## v0.1.2 — 2026-07-09
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### Added
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- **Mana cost on the drop-set tooltip** — hovering the drop-set button (and the
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"Totems" macro action) shows the total mana to drop your four chosen totems.
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- **Refund on the Totemic Recall tooltip** — shows the mana you'll get back,
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computed live from the totems currently out (expired ones are excluded) and a
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refund percentage that is learned from your real recall mana-gain (defaults to
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25% until learned).
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- **Totemic Mastery duration** — when the talent is skilled, helpful totems'
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own-tracked timers get the +20% duration so they no longer read short.
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- `/tb manadump` dev aid — writes the raw mana-cost scan (resolved rank, tooltip
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lines, parsed cost) to `imports\totembar_manadump.txt`.
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### Fixed
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- Totem mana costs were read from **rank 1** instead of the highest rank you
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actually cast, so the displayed mana was far too low. The scan now resolves
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the highest known rank.
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## v0.1.1 — 2026-07-09
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### Added
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- **Drop-set button** on the bar (right of the Totemic Recall button): one
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left-click casts all four chosen totems (the same action as the "Totems"
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macro, with the 2-second double-press guard).
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- **Key bindings** — a **TotemBar** section in the Esc → Key Bindings menu:
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Drop all totems, Totemic Recall, Toggle bar, Toggle options, Toggle key-bind
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mode, Cast *element* totem (chosen, one per element), and — under per-element
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sub-sections — a binding to cast **every individual totem** (Cast Searing
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Totem, Cast Windfury Totem, …).
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- **Hover-bind mode** (`/tb bind`, or the options panel's "Key bind mode"
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button): hover any bar button or a flyout totem and press a key to bind it
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(a button binds its action; a flyout totem binds that specific totem). ESC
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over a button clears its key; ESC over empty space (or the options button)
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exits. A "Key-Bind Mode ACTIVE" box is shown while active. The
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currently-bound key is displayed on each button at all times (abbreviated,
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e.g. `N7` for Num Pad 7). Bindings are saved by the game and persist.
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### Notes
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- Totemic Recall cast **deliberately** (the Recall button, or its keybinding)
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is never guarded — only the Totems macro's built-in recall respects the 2s
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double-press guard.
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## v0.1.0 — 2026-07-09
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Initial public release.
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### Added
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- Totem bar: four element buttons + a Totemic Recall button. Left-click an
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element casts its chosen totem; right-click clears the slot. Hover an element
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for a flyout of the element's other known totems (left-click to cast once,
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right-click to set as the new default).
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- One-press "Totems" macro (`TotemBar.recallAndCastAll()`) with a 2-second
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double-press recall guard (a rapid second press won't recall the totems you
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just dropped).
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- Native cooldown swipes + OmniCC-style duration timers; out-of-range red tint
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(buff-presence based); the Recall button pulses when a totem is out of range.
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- Real in-game spell tooltips on the element buttons and the flyout.
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- Minimap button (orbit-draggable; left-click = options, right-click = toggle
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bar); pfUI-safe, with `/tb options` as a fallback.
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- Options panel: lock bar, auto-recall, show bar, recall guard, cycle-reset
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gap, UI size (scales the bar, anchored top-left), reset position, create
|
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"Totems" macro, and per-setting tooltips. Adopts pfUI's look when pfUI is
|
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installed, a clean Blizzard look otherwise.
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- Assignment-receiver API (`TotemBar.ReceiveAssignment`) for a future raid
|
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totem-assignment addon — see [`docs/API.md`](docs/API.md).
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MIT License
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Copyright (c) 2026 ShempError
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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of this software and associated documentation files (the "Software"), to deal
|
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in the Software without restriction, including without limitation the rights
|
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
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|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
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copies or substantial portions of the Software.
|
||||||
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|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
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SOFTWARE.
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||||||
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# TotemBar
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|
||||||
|
A lightweight shaman totem bar for **TurtleWoW / WoW 1.12.1 (Vanilla)**.
|
||||||
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|
||||||
|
Pick one totem per element, cast it with a click, cycle alternatives from a
|
||||||
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hover flyout, or drop all four with a single press. Every slot shows **how
|
||||||
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long the totem still stands** (outer ring, green → red) and **when it pulses
|
||||||
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next** (inner ring in the element's color) — with timings taken from actual
|
||||||
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server data, not guesswork. No dependencies; adopts the
|
||||||
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[pfUI](https://github.com/shagu/pfUI) look automatically when present.
|
||||||
|
|
||||||
|
<img src="screenshots/pulse-ui.png" alt="TotemBar in action: round slots with duration and pulse rings, totems placed in the world" width="100%">
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||||||
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## What's new — v0.2.0 · *The Pulse UI release* · 2026-07-10
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||||||
|
|
||||||
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- **Round floating slots** — the square boxes are gone; icons float in a
|
||||||
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subtle shadow-rim frame, with round hover/pressed states everywhere.
|
||||||
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- **Time traffic light** — the outer ring drains with the totem's remaining
|
||||||
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lifetime and shifts green → yellow → orange → red.
|
||||||
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- **Pulse ring** — a thin element-colored inner arc fills toward the next
|
||||||
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pulse and resets when it fires, animated per frame.
|
||||||
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- **Server-accurate pulse timing** — intervals and first-tick behavior from
|
||||||
|
TurtleWoW server data (Tremor pulses every **4s** and immediately on
|
||||||
|
placement; Magma and the water totems first pulse one interval in). Water
|
||||||
|
totems re-anchor on the real observed mana/heal ticks.
|
||||||
|
- **Pulse waves & glow** — a ripple in the element color marks each pulse; a
|
||||||
|
halo builds just before it.
|
||||||
|
- **Bar layouts** — 1×6, 2×3 (elements as a 2×2 block) or 3×2.
|
||||||
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- **Custom art set** — element glyphs for empty slots, drop-set icon, minimap
|
||||||
|
glyph, skinned options panel. All generated by scripts in `tools/`.
|
||||||
|
|
||||||
|
**Version history** — details in [CHANGELOG.md](CHANGELOG.md):
|
||||||
|
|
||||||
|
- **v0.2.5** (2026-07-25) — new option **"Show drop-all button"**: hide the
|
||||||
|
drop-all-totems button if you fire it from a keybind or macro and would rather
|
||||||
|
not spend a slot on it. The keybind keeps working while it's hidden, and in the
|
||||||
|
1×6 layout the bar shrinks instead of leaving dead space.
|
||||||
|
- **v0.2.4** (2026-07-14) — Totemic Recall no longer refuses to fire after a
|
||||||
|
`/reload`: the "no totems out" guard relied on in-memory tracking that a reload
|
||||||
|
wipes, and 1.12 offers no way to re-detect totems placed beforehand. Also a
|
||||||
|
shared spellbook index, killing a multi-millisecond hitch when dropping four
|
||||||
|
totems from one macro press.
|
||||||
|
- **v0.2.3** (2026-07-13) — fixes a bug where dropping your set could make the
|
||||||
|
new totems vanish an instant later: with nampower, Totemic Recall was queued
|
||||||
|
behind the global cooldown and fired *after* the (off-GCD) totems were
|
||||||
|
placed, sweeping them. Recall now bypasses the spell queue so it can't pull a
|
||||||
|
fresh set.
|
||||||
|
- **v0.2.2** (2026-07-10) — "Button spacing" slider in the options panel;
|
||||||
|
keybind casts now feed TotemBar's own duration/pulse timers (previously
|
||||||
|
only click-casts and pfUI did); removed the dead `pulseGlow` setting.
|
||||||
|
- **v0.2.1** (2026-07-10) — tooltips now show your highest known rank (they
|
||||||
|
read rank-1 values before; the cast itself was always highest-rank) and
|
||||||
|
display the rank next to the name.
|
||||||
|
- **v0.1.3** (2026-07-09) — Totemic Recall no longer wastes its 6s cooldown
|
||||||
|
when no totems are out.
|
||||||
|
- **v0.1.2** (2026-07-09) — mana cost on the drop-set tooltip, live refund
|
||||||
|
estimate on the Recall tooltip, Totemic Mastery duration bonus, rank-aware
|
||||||
|
mana scan.
|
||||||
|
- **v0.1.1** (2026-07-09) — key bindings (Esc menu section for every action
|
||||||
|
and every single totem), drop-set bar button, hover-bind mode with
|
||||||
|
per-button key labels.
|
||||||
|
- **v0.1.0** (2026-07-09) — first public release: element buttons, hover
|
||||||
|
flyout, "Totems" macro with recall guard, minimap button, options panel,
|
||||||
|
duration timers, out-of-range tint.
|
||||||
|
|
||||||
|
## Screenshots
|
||||||
|
|
||||||
|
| The bar & flyout | Options panel |
|
||||||
|
| :---: | :---: |
|
||||||
|
| <img src="screenshots/bar.png" alt="The totem bar with Recall tooltip" width="100%"><br><img src="screenshots/flyout.png" alt="Hover flyout with spell tooltip" width="100%"> | <img src="screenshots/options.png" alt="Options panel" width="70%"> |
|
||||||
|
|
||||||
|
| Key bindings | Hover-bind mode |
|
||||||
|
| :---: | :---: |
|
||||||
|
| <img src="screenshots/keybindings.png" alt="Esc menu key bindings section" width="100%"> | <img src="screenshots/bind-mode.png" alt="Hover-bind mode with key labels" width="100%"> |
|
||||||
|
|
||||||
|
*(Click any image for full size.)*
|
||||||
|
|
||||||
|
## Features
|
||||||
|
|
||||||
|
**Casting**
|
||||||
|
- One button per element (Fire / Earth / Water / Air): left-click casts the
|
||||||
|
chosen totem, right-click clears the slot.
|
||||||
|
- Hover flyout with your other known totems per element — left-click casts
|
||||||
|
once, right-click makes it the new default.
|
||||||
|
- **Drop-set button** and a one-press **"Totems" macro** cast all four chosen
|
||||||
|
totems at once, guarded against accidental double presses (so a fast second
|
||||||
|
press won't recall the set you just placed).
|
||||||
|
- Dedicated **Totemic Recall** button that only fires when totems are
|
||||||
|
actually out — never wastes Recall's 6s cooldown. Right-click toggles
|
||||||
|
auto-recall-before-redeploy.
|
||||||
|
|
||||||
|
**At-a-glance timing**
|
||||||
|
- **Duration ring:** the outer ring drains with the totem's lifetime,
|
||||||
|
colored green → yellow → orange → red by remaining time.
|
||||||
|
- **Pulse ring:** the inner arc (element color) fills toward the next pulse —
|
||||||
|
intervals and first-tick behavior derived from TurtleWoW server data, water
|
||||||
|
totems locked onto their real observed ticks.
|
||||||
|
- **Pulse waves:** an expanding ripple marks each pulse, a soft halo
|
||||||
|
announces it just before, and a spawn ripple confirms each placement.
|
||||||
|
- Optional countdown text under each slot; totems tint red when you leave
|
||||||
|
their range (buff-presence based), and the Recall button pulses while
|
||||||
|
anything is out of range.
|
||||||
|
- Native cooldown swipes and real in-game spell tooltips everywhere.
|
||||||
|
|
||||||
|
**Control**
|
||||||
|
- **Key bindings:** an Esc → Key Bindings section for every action — including
|
||||||
|
a binding for every single totem you know — plus a fast **hover-bind mode**
|
||||||
|
(hover a button, press a key). Bound keys show on the buttons.
|
||||||
|
- **Layouts:** one row (1×6), two rows (2×3, elements grouped 2×2) or three
|
||||||
|
rows (3×2), switchable live.
|
||||||
|
- **Minimap button** (drag to reposition, left-click options, right-click
|
||||||
|
toggles the bar) and a skinned **options panel** for everything else.
|
||||||
|
- **Assignment seam** for future raid tools: an external addon can *suggest*
|
||||||
|
a totem set via `TotemBar.ReceiveAssignment` — shown as a one-click apply
|
||||||
|
panel, never auto-cast. See [`docs/API.md`](docs/API.md).
|
||||||
|
|
||||||
|
## Install
|
||||||
|
|
||||||
|
**Option A — download (simplest):**
|
||||||
|
|
||||||
|
1. Grab **`TotemBar-vX.Y.Z.zip`** from
|
||||||
|
[**Releases**](https://github.com/ShempError/TotemBar/releases).
|
||||||
|
*(Use the Release zip, not "Code → Download ZIP" — that names the folder
|
||||||
|
`TotemBar-master`, which WoW won't load.)*
|
||||||
|
2. Extract the **`TotemBar`** folder into `Interface\AddOns\`.
|
||||||
|
3. Restart the client.
|
||||||
|
|
||||||
|
**Option B — git (auto-updatable):**
|
||||||
|
|
||||||
|
```
|
||||||
|
cd Interface/AddOns
|
||||||
|
git clone https://github.com/ShempError/TotemBar.git TotemBar
|
||||||
|
```
|
||||||
|
|
||||||
|
`master` is the stable release channel — git-based managers
|
||||||
|
(GitAddonsManager, OctoWoW) stay current with a `git pull`. `dev` is
|
||||||
|
work-in-progress.
|
||||||
|
|
||||||
|
## Usage
|
||||||
|
|
||||||
|
| Action | Effect |
|
||||||
|
| --- | --- |
|
||||||
|
| Left-click element button | Cast that element's chosen totem |
|
||||||
|
| Right-click element button | Clear that element's slot |
|
||||||
|
| Hover element button | Flyout with the element's other known totems |
|
||||||
|
| Left-click flyout totem | Cast it once (default unchanged) |
|
||||||
|
| Right-click flyout totem | Set it as the slot's new default |
|
||||||
|
| Left-click Recall | Cast Totemic Recall (only when totems are out) |
|
||||||
|
| Right-click Recall | Toggle auto-recall |
|
||||||
|
| Left-click drop-set button | Cast all four chosen totems |
|
||||||
|
| Minimap button | Left: options · Right: toggle bar · Drag: reposition |
|
||||||
|
|
||||||
|
**Slash commands:** `/tb` (toggle bar) · `/tb options` · `/tb lock` ·
|
||||||
|
`/tb bind` (hover-bind mode) · `/tb scan`, `/tb assign`, `/tb manadump`,
|
||||||
|
`/tb pulsecal` (dev aids).
|
||||||
|
|
||||||
|
**The "Totems" macro:** options panel → **Create 'Totems' macro**, then drag
|
||||||
|
the `Totems` macro to your action bar. One press recalls (if auto-recall is
|
||||||
|
on) and redeploys all four chosen totems.
|
||||||
|
|
||||||
|
## Options
|
||||||
|
|
||||||
|
Open with the minimap button or `/tb options`.
|
||||||
|
|
||||||
|
| Option | Does |
|
||||||
|
| --- | --- |
|
||||||
|
| Lock bar | Disable dragging |
|
||||||
|
| Auto-recall before setting | Recall first when the macro/drop-set fires |
|
||||||
|
| Show bar | Show/hide the whole bar |
|
||||||
|
| Show drop-all button | Show/hide the drop-all-totems button; its keybind keeps working either way |
|
||||||
|
| Show duration ring | Outer remaining-time ring (traffic-light colors) |
|
||||||
|
| Show pulse ring | Inner next-pulse arc (element color) |
|
||||||
|
| Show pulse waves | Ripple + glow effects on pulses |
|
||||||
|
| Show countdown text | Remaining-seconds text under each slot |
|
||||||
|
| Layout | Cycle 1×6 / 2×3 / 3×2 |
|
||||||
|
| Recall guard (sec) | Double-press protection window |
|
||||||
|
| Cycle reset gap (sec) | When macro cycling restarts at totem 1 |
|
||||||
|
| UI size | Scales bar + flyout from the top-left corner |
|
||||||
|
| Reset position / Create macro / Key bind mode | One-click actions |
|
||||||
|
|
||||||
|
## Requirements
|
||||||
|
|
||||||
|
- A WoW 1.12.1 client (TurtleWoW). **No addon dependencies.**
|
||||||
|
|
||||||
|
Optional, auto-detected: **pfUI** (skinned widgets; its `libtotem` feeds the
|
||||||
|
timers as an extra source) and **SuperWoW** (only used by the `/tb scan` /
|
||||||
|
`/tb pulsecal` dev aids for file exports).
|
||||||
|
|
||||||
|
## For developers
|
||||||
|
|
||||||
|
- Public API for companion addons: [`docs/API.md`](docs/API.md).
|
||||||
|
- Pure-logic modules under `core/` are unit-tested offline against a real
|
||||||
|
Lua 5.0.3 interpreter (`tools/luatests/`, 14 suites). WoW-API files are
|
||||||
|
syntax-checked; in-game behavior is verified on TurtleWoW.
|
||||||
|
- All textures are **generated**: `tools/gen_*.js` (zero-dependency Node)
|
||||||
|
render the ring/FX/icon/panel sheets as 1.12-safe TGAs, and
|
||||||
|
`tools/preview_*.js` composite them into PNG previews for review without
|
||||||
|
launching the client.
|
||||||
|
- `/reload` covers changes to existing `.lua` files; a client restart is
|
||||||
|
needed for `.toc` changes, new files, or changed textures (the client
|
||||||
|
caches them).
|
||||||
|
|
||||||
|
## License
|
||||||
|
|
||||||
|
MIT (see LICENSE).
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
## Interface: 11200
|
||||||
|
## Title: TotemBar
|
||||||
|
## Notes: Shaman totem bar - pick one totem per element, cast it, or spam-cycle all four from a macro.
|
||||||
|
## Author: ShempError
|
||||||
|
## Version: 0.2.5
|
||||||
|
## SavedVariables: TotemBarDB
|
||||||
|
|
||||||
|
core\totemdata.lua
|
||||||
|
core\spellindex.lua
|
||||||
|
core\known.lua
|
||||||
|
core\cast.lua
|
||||||
|
core\config.lua
|
||||||
|
core\assign.lua
|
||||||
|
core\optionslogic.lua
|
||||||
|
core\bindlogic.lua
|
||||||
|
core\manacost.lua
|
||||||
|
core\pulsedata.lua
|
||||||
|
core\pulse.lua
|
||||||
|
core\pulseparse.lua
|
||||||
|
core\pulsecal.lua
|
||||||
|
ui.lua
|
||||||
|
options.lua
|
||||||
|
minimap.lua
|
||||||
|
Bindings.xml
|
||||||
|
bind.lua
|
||||||
@@ -0,0 +1,231 @@
|
|||||||
|
-- TotemBar - bind.lua
|
||||||
|
-- Key-binding labels (for the Esc > Key Bindings menu) + the cast entry
|
||||||
|
-- points the Bindings.xml bodies call. Hover-bind mode is added below in a
|
||||||
|
-- later step. Loaded AFTER Bindings.xml (see the .toc).
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
local ChatOut = DEFAULT_CHAT_FRAME or ChatFrame1
|
||||||
|
|
||||||
|
-- Section + fixed-action labels.
|
||||||
|
BINDING_HEADER_TOTEMBAR = "TotemBar"
|
||||||
|
BINDING_NAME_TOTEMBAR_DROPSET = "Drop all totems"
|
||||||
|
BINDING_NAME_TOTEMBAR_RECALL = "Totemic Recall"
|
||||||
|
BINDING_NAME_TOTEMBAR_TOGGLEBAR = "Toggle bar"
|
||||||
|
BINDING_NAME_TOTEMBAR_TOGGLEOPTIONS = "Toggle options"
|
||||||
|
BINDING_NAME_TOTEMBAR_TOGGLEBIND = "Toggle key-bind mode"
|
||||||
|
|
||||||
|
-- Per-element "cast the chosen totem" labels + per-element sub-headers.
|
||||||
|
do
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local e = elements[i]
|
||||||
|
setglobal("BINDING_NAME_TOTEMBAR_CAST_" .. string.upper(e), "Cast " .. e .. " totem (chosen)")
|
||||||
|
setglobal("BINDING_HEADER_TOTEMBAR_" .. string.upper(e), "TotemBar: " .. e .. " Totems")
|
||||||
|
end
|
||||||
|
-- Per-totem labels (must match Bindings.xml names via bindingSuffix).
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local e = elements[i]
|
||||||
|
local list = TotemBar.TOTEMS_BY_ELEMENT[e]
|
||||||
|
for j = 1, table.getn(list) do
|
||||||
|
local totem = list[j]
|
||||||
|
setglobal("BINDING_NAME_TOTEMBAR_TOTEM_" .. TotemBar.bindingSuffix(totem), "Cast " .. totem)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cast a specific totem by name (no-op in-game if not known).
|
||||||
|
function TotemBar.CastTotem(name)
|
||||||
|
if name then
|
||||||
|
CastSpellByName(name)
|
||||||
|
-- keybind casts must feed the own-tracking timers exactly like the
|
||||||
|
-- flyout click handler does (ui.lua) - without this, vanilla-only
|
||||||
|
-- setups get no duration ring/pulse for keybind-cast totems.
|
||||||
|
local element = TotemBar.elementOf(name)
|
||||||
|
if element then
|
||||||
|
TotemBar.recordCast(element, name)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cast the currently-chosen totem for an element.
|
||||||
|
function TotemBar.CastElement(element)
|
||||||
|
local n = TotemBarDB and TotemBarDB.chosen and TotemBarDB.chosen[element]
|
||||||
|
if n then
|
||||||
|
CastSpellByName(n)
|
||||||
|
-- keybind casts must feed the own-tracking timers exactly like the
|
||||||
|
-- flyout click handler does (ui.lua) - without this, vanilla-only
|
||||||
|
-- setups get no duration ring/pulse for keybind-cast totems.
|
||||||
|
TotemBar.recordCast(element, n)
|
||||||
|
else
|
||||||
|
ChatOut:AddMessage("TotemBar: no totem chosen for " .. tostring(element) .. ".")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cast Totemic Recall and clear own-tracking (mirrors the Recall button).
|
||||||
|
function TotemBar.CastRecall()
|
||||||
|
-- Don't waste Totemic Recall's 6s cooldown when nothing is out -- but only block when we
|
||||||
|
-- are CONFIDENT of that (tracked totems this session, all expired). After a /reload the
|
||||||
|
-- tracking is empty and 1.12 has no way to re-detect a pre-reload totem, so confidentNoneOut
|
||||||
|
-- fails open there and lets the recall through (see core/cast.lua).
|
||||||
|
if TotemBar.confidentNoneOut and TotemBar.confidentNoneOut() then
|
||||||
|
ChatOut:AddMessage("TotemBar: no totems out - not recalling (saves the 6s cooldown).")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
CastSpellByName("Totemic Recall")
|
||||||
|
if TotemBar.snapshotRecallCost then TotemBar.snapshotRecallCost() end
|
||||||
|
if TotemBar.clearActiveTotems then
|
||||||
|
TotemBar.clearActiveTotems()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Stub so the TOTEMBAR_TOGGLEBIND binding never calls nil before Task 4
|
||||||
|
-- fills it in. Replaced (same name) by the real implementation below.
|
||||||
|
if not TotemBar.ToggleBindMode then
|
||||||
|
function TotemBar.ToggleBindMode()
|
||||||
|
ChatOut:AddMessage("TotemBar: key-bind mode not available.")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ===== Hover-bind mode =====
|
||||||
|
-- Toggle a mode where hovering a bar button / flyout totem and pressing a
|
||||||
|
-- key binds that key to the thing's action (buttons -> CLICK binding, flyout
|
||||||
|
-- totems -> the named per-totem binding). ESC clears the hovered thing's
|
||||||
|
-- binding. Bindings persist via the client (SaveBindings), no addon SV.
|
||||||
|
|
||||||
|
local bindMode = false
|
||||||
|
local captureFrame = nil
|
||||||
|
local infoBox = nil
|
||||||
|
|
||||||
|
-- Base keys that are pure modifiers - never bind these alone.
|
||||||
|
local BARE_MODIFIERS = {
|
||||||
|
LSHIFT = true, RSHIFT = true, LCTRL = true, RCTRL = true,
|
||||||
|
LALT = true, RALT = true, UNKNOWN = true,
|
||||||
|
}
|
||||||
|
|
||||||
|
function TotemBar.isBindMode()
|
||||||
|
return bindMode
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Resolves the mouse-focused frame to a binding action. Uses the pure
|
||||||
|
-- TotemBar.actionForButton with the frame's global name and, for a flyout
|
||||||
|
-- icon, its current .totemName.
|
||||||
|
local function actionForFocus(focus)
|
||||||
|
if not focus then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local totemName = focus.totemName -- set on flyout icon buttons when shown
|
||||||
|
local fname = focus.GetName and focus:GetName() or nil
|
||||||
|
return TotemBar.actionForButton(fname, totemName)
|
||||||
|
end
|
||||||
|
|
||||||
|
local function ensureCaptureFrame()
|
||||||
|
if captureFrame then
|
||||||
|
return captureFrame
|
||||||
|
end
|
||||||
|
local f = CreateFrame("Frame", "TotemBarBindCapture", UIParent)
|
||||||
|
f:SetAllPoints(UIParent)
|
||||||
|
f:SetFrameStrata("FULLSCREEN_DIALOG")
|
||||||
|
f:EnableKeyboard(false)
|
||||||
|
f:Hide()
|
||||||
|
f:SetScript("OnKeyUp", function()
|
||||||
|
local key = arg1 -- NOTE: OnKeyUp arg1 = key name string (matches pfUI's hoverbind capture)
|
||||||
|
if not key or BARE_MODIFIERS[key] then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local focus = GetMouseFocus()
|
||||||
|
local action = actionForFocus(focus)
|
||||||
|
if key == "ESCAPE" and not action then
|
||||||
|
-- Keyboard capture swallows all keys while bind mode is on, so
|
||||||
|
-- ESC over nothing is the keyboard exit (the options button also
|
||||||
|
-- toggles it off). ESC over a button clears that button below.
|
||||||
|
TotemBar.ToggleBindMode()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if not action then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if key == "ESCAPE" then
|
||||||
|
local k1, k2 = GetBindingKey(action)
|
||||||
|
if k1 then SetBinding(k1) end
|
||||||
|
if k2 then SetBinding(k2) end
|
||||||
|
else
|
||||||
|
local full = TotemBar.modifierPrefix(IsAltKeyDown(), IsControlKeyDown(), IsShiftKeyDown()) .. key
|
||||||
|
SetBinding(full) -- clear whatever `full` was bound to
|
||||||
|
SetBinding(full, action) -- bind it to this action
|
||||||
|
end
|
||||||
|
SaveBindings(GetCurrentBindingSet())
|
||||||
|
if TotemBar.refreshBindOverlays then
|
||||||
|
TotemBar.refreshBindOverlays()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
captureFrame = f
|
||||||
|
return f
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Lazily builds a visible on-screen info box shown while bind mode is
|
||||||
|
-- active, so the mode (which otherwise only shows via a chat message and
|
||||||
|
-- stays on until ESC) is hard to miss. Rev 4 UI chrome: shared bespoke
|
||||||
|
-- panel skin (ui.lua's PANEL_BACKDROP), matching the rest of the addon's
|
||||||
|
-- chrome, regardless of pfUI presence.
|
||||||
|
local function ensureBindInfoBox()
|
||||||
|
if infoBox then
|
||||||
|
return infoBox
|
||||||
|
end
|
||||||
|
local f = CreateFrame("Frame", "TotemBarBindInfo", UIParent)
|
||||||
|
f:SetWidth(380)
|
||||||
|
f:SetHeight(80)
|
||||||
|
f:SetPoint("TOP", UIParent, "TOP", 0, -160)
|
||||||
|
f:SetFrameStrata("FULLSCREEN_DIALOG")
|
||||||
|
-- Cheap guard: bind.lua loads LAST per the .toc (after ui.lua), so
|
||||||
|
-- TotemBar.PANEL_BACKDROP is always set by the time this runs - the
|
||||||
|
-- fallback only protects against a future load-order change.
|
||||||
|
local backdrop = TotemBar.PANEL_BACKDROP or {
|
||||||
|
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background",
|
||||||
|
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
|
||||||
|
tile = true, tileSize = 32, edgeSize = 32,
|
||||||
|
insets = { left = 11, right = 12, top = 12, bottom = 11 },
|
||||||
|
}
|
||||||
|
f:SetBackdrop(backdrop)
|
||||||
|
f:SetBackdropColor(1, 1, 1, 0.97)
|
||||||
|
local t = f:CreateFontString("TotemBarBindInfoText", "OVERLAY", "GameFontNormal")
|
||||||
|
t:SetPoint("CENTER", f, "CENTER", 0, 0)
|
||||||
|
t:SetJustifyH("CENTER")
|
||||||
|
t:SetText("|cff33ffccKey-Bind Mode ACTIVE|r\nHover a bar button or flyout totem and press a key to bind it.\nESC over a button clears its key. ESC over empty space (or the options button) exits.")
|
||||||
|
if pfUI and pfUI.font_default then
|
||||||
|
t:SetFont(pfUI.font_default, 12)
|
||||||
|
end
|
||||||
|
f:Hide()
|
||||||
|
infoBox = f
|
||||||
|
return f
|
||||||
|
end
|
||||||
|
|
||||||
|
function TotemBar.ToggleBindMode()
|
||||||
|
bindMode = not bindMode
|
||||||
|
local f = ensureCaptureFrame()
|
||||||
|
if bindMode then
|
||||||
|
f:EnableKeyboard(true)
|
||||||
|
f:Show()
|
||||||
|
ensureBindInfoBox():Show()
|
||||||
|
ChatOut:AddMessage("TotemBar: key-bind mode ON - hover a button or flyout totem and press a key to bind. ESC over a button clears its key; ESC over nothing (or the options button) exits.")
|
||||||
|
else
|
||||||
|
f:EnableKeyboard(false)
|
||||||
|
f:Hide()
|
||||||
|
if infoBox then
|
||||||
|
infoBox:Hide()
|
||||||
|
end
|
||||||
|
ChatOut:AddMessage("TotemBar: key-bind mode OFF.")
|
||||||
|
end
|
||||||
|
if TotemBar.refreshBindOverlays then
|
||||||
|
TotemBar.refreshBindOverlays()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Refresh overlays whenever the client's bindings change.
|
||||||
|
local bindEvents = CreateFrame("Frame", "TotemBarBindEventFrame", UIParent)
|
||||||
|
bindEvents:RegisterEvent("UPDATE_BINDINGS")
|
||||||
|
bindEvents:SetScript("OnEvent", function()
|
||||||
|
if TotemBar.refreshBindOverlays then
|
||||||
|
TotemBar.refreshBindOverlays()
|
||||||
|
end
|
||||||
|
end)
|
||||||
@@ -0,0 +1,147 @@
|
|||||||
|
-- TotemBar - core/assign.lua
|
||||||
|
-- Assignment receiver seam: the contract + pure logic by which an external
|
||||||
|
-- assigner (future "ShamiPower") hands TotemBar a proposed totem set.
|
||||||
|
-- WoW-API-light so the logic below is offline-testable under real Lua 5.0.
|
||||||
|
-- The pending-suggestion UI lives in ui.lua and is reached through the
|
||||||
|
-- optional hook slots (ShowAssignPanel/HideAssignPanel/isTotemKnown/
|
||||||
|
-- RefreshAll) that ui.lua fills in at load time.
|
||||||
|
--
|
||||||
|
-- An "assignment set" is a table keyed by element -> totem spell name:
|
||||||
|
-- { Fire = "Searing Totem", Air = "Windfury Totem", ... }
|
||||||
|
-- Any subset of elements; a missing element means "nothing for that slot".
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- True if `key` is one of the four totem elements.
|
||||||
|
function TotemBar.isElement(key)
|
||||||
|
if not key then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
if elements[i] == key then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Validates an assignment set. Returns true, or false plus a reason string.
|
||||||
|
function TotemBar.validateAssignment(set)
|
||||||
|
if type(set) ~= "table" then
|
||||||
|
return false, "set must be a table"
|
||||||
|
end
|
||||||
|
local count = 0
|
||||||
|
for k, v in pairs(set) do
|
||||||
|
if not TotemBar.isElement(k) then
|
||||||
|
return false, "unknown element key: " .. tostring(k)
|
||||||
|
end
|
||||||
|
if type(v) ~= "string" or v == "" then
|
||||||
|
return false, "totem name for " .. tostring(k) .. " must be a non-empty string"
|
||||||
|
end
|
||||||
|
count = count + 1
|
||||||
|
end
|
||||||
|
if count == 0 then
|
||||||
|
return false, "set is empty"
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Shallow copy of a set, keeping only valid element keys.
|
||||||
|
function TotemBar.copySet(set)
|
||||||
|
local out = {}
|
||||||
|
if type(set) == "table" then
|
||||||
|
for k, v in pairs(set) do
|
||||||
|
if TotemBar.isElement(k) then
|
||||||
|
out[k] = v
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return out
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Fresh copy (element -> name) of the currently chosen totems.
|
||||||
|
function TotemBar.GetChosenSet()
|
||||||
|
local out = {}
|
||||||
|
local chosen = TotemBarDB and TotemBarDB.chosen
|
||||||
|
if chosen then
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local e = elements[i]
|
||||||
|
if chosen[e] then
|
||||||
|
out[e] = chosen[e]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return out
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Splits a set into applied (isKnown(name) true) and skipped (false).
|
||||||
|
function TotemBar.filterKnown(set, isKnown)
|
||||||
|
local applied, skipped = {}, {}
|
||||||
|
for k, v in pairs(set) do
|
||||||
|
if isKnown(v) then
|
||||||
|
applied[k] = v
|
||||||
|
else
|
||||||
|
skipped[k] = v
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return applied, skipped
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Current pending assignment: { set = {element=name,...}, label = string } or nil.
|
||||||
|
-- In-memory only (not a SavedVariable) - an assignment is ephemeral coordination.
|
||||||
|
TotemBar.pending = nil
|
||||||
|
|
||||||
|
-- Optional hook, filled by an external assigner: called with the applied
|
||||||
|
-- set table after the player accepts. Nil by default.
|
||||||
|
TotemBar.onAssignmentApplied = nil
|
||||||
|
|
||||||
|
-- THE SEAM. An external assigner calls this to propose a set. Validates,
|
||||||
|
-- stores it as the pending suggestion (replacing any prior), and asks the
|
||||||
|
-- UI to show the panel. Does NOT apply. Returns true, or false + reason.
|
||||||
|
function TotemBar.ReceiveAssignment(set, label)
|
||||||
|
local ok, reason = TotemBar.validateAssignment(set)
|
||||||
|
if not ok then
|
||||||
|
return false, reason
|
||||||
|
end
|
||||||
|
TotemBar.pending = { set = TotemBar.copySet(set), label = label }
|
||||||
|
if TotemBar.ShowAssignPanel then
|
||||||
|
TotemBar.ShowAssignPanel()
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Drops any pending suggestion and hides the panel (decline / post-apply).
|
||||||
|
function TotemBar.ClearAssignment()
|
||||||
|
TotemBar.pending = nil
|
||||||
|
if TotemBar.HideAssignPanel then
|
||||||
|
TotemBar.HideAssignPanel()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Applies the pending suggestion: sets each KNOWN totem as the chosen
|
||||||
|
-- default for its element (unknown totems are skipped), refreshes the bar,
|
||||||
|
-- clears pending, hides the panel, and fires onAssignmentApplied. No cast.
|
||||||
|
function TotemBar.ApplyPending()
|
||||||
|
local p = TotemBar.pending
|
||||||
|
if not p then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local isKnown = TotemBar.isTotemKnown or function() return true end
|
||||||
|
local applied = TotemBar.filterKnown(p.set, isKnown)
|
||||||
|
TotemBarDB.chosen = TotemBarDB.chosen or {}
|
||||||
|
for element, name in pairs(applied) do
|
||||||
|
TotemBarDB.chosen[element] = name
|
||||||
|
end
|
||||||
|
if TotemBar.RefreshAll then
|
||||||
|
TotemBar.RefreshAll()
|
||||||
|
end
|
||||||
|
TotemBar.pending = nil
|
||||||
|
if TotemBar.HideAssignPanel then
|
||||||
|
TotemBar.HideAssignPanel()
|
||||||
|
end
|
||||||
|
if TotemBar.onAssignmentApplied then
|
||||||
|
TotemBar.onAssignmentApplied(applied)
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1,73 @@
|
|||||||
|
-- TotemBar - core/bindlogic.lua
|
||||||
|
-- PURE helpers for keybindings + hover-bind mode (no WoW API), offline-testable.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- Binding-name suffix for a totem: uppercase, non-alphanumeric runs -> "_",
|
||||||
|
-- trimmed. "Grace of Air Totem" -> "GRACE_OF_AIR_TOTEM". MUST match the
|
||||||
|
-- Bindings.xml generation and the BINDING_NAME_ globals.
|
||||||
|
function TotemBar.bindingSuffix(name)
|
||||||
|
if not name then
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
local up = string.upper(name)
|
||||||
|
up = string.gsub(up, "[^A-Z0-9]+", "_")
|
||||||
|
up = string.gsub(up, "^_+", "")
|
||||||
|
up = string.gsub(up, "_+$", "")
|
||||||
|
return up
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Modifier prefix for a key string, order ALT-CTRL-SHIFT (each arg is 1/nil
|
||||||
|
-- as IsAltKeyDown()/IsControlKeyDown()/IsShiftKeyDown() return on 1.12).
|
||||||
|
function TotemBar.modifierPrefix(isAlt, isCtrl, isShift)
|
||||||
|
local p = ""
|
||||||
|
if isAlt then p = p .. "ALT-" end
|
||||||
|
if isCtrl then p = p .. "CTRL-" end
|
||||||
|
if isShift then p = p .. "SHIFT-" end
|
||||||
|
return p
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Binding COMMAND for a hovered thing, or nil. A flyout icon (totemName
|
||||||
|
-- given) -> the named per-totem binding (casts that specific totem, same
|
||||||
|
-- action as the Esc menu). A bar button (by global frame name) -> the
|
||||||
|
-- matching NAMED binding that already exists in Bindings.xml (NOT a
|
||||||
|
-- "CLICK ..." binding - those are unreliable on 1.12, see bind.lua).
|
||||||
|
function TotemBar.actionForButton(frameName, totemName)
|
||||||
|
if totemName and totemName ~= "" then
|
||||||
|
return "TOTEMBAR_TOTEM_" .. TotemBar.bindingSuffix(totemName)
|
||||||
|
end
|
||||||
|
if not frameName then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
if frameName == "TotemBarButtonRecall" then
|
||||||
|
return "TOTEMBAR_RECALL"
|
||||||
|
end
|
||||||
|
if frameName == "TotemBarButtonDropSet" then
|
||||||
|
return "TOTEMBAR_DROPSET"
|
||||||
|
end
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
if frameName == "TotemBarButton" .. elements[i] then
|
||||||
|
return "TOTEMBAR_CAST_" .. string.upper(elements[i])
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Compact a binding key string for a small button overlay:
|
||||||
|
-- "SHIFT-NUMPAD7" -> "sN7", "BUTTON4" -> "M4", "MOUSEWHEELUP" -> "MwU".
|
||||||
|
function TotemBar.shortenKey(key)
|
||||||
|
if not key or key == "" then
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
local s = key
|
||||||
|
s = string.gsub(s, "ALT%-", "a")
|
||||||
|
s = string.gsub(s, "CTRL%-", "c")
|
||||||
|
s = string.gsub(s, "SHIFT%-", "s")
|
||||||
|
s = string.gsub(s, "MOUSEWHEELUP", "MwU")
|
||||||
|
s = string.gsub(s, "MOUSEWHEELDOWN", "MwD")
|
||||||
|
s = string.gsub(s, "NUMPAD", "N")
|
||||||
|
s = string.gsub(s, "BUTTON", "M")
|
||||||
|
s = string.gsub(s, "SPACE", "Sp")
|
||||||
|
return s
|
||||||
|
end
|
||||||
@@ -0,0 +1,647 @@
|
|||||||
|
-- TotemBar - core/cast.lua
|
||||||
|
-- Cast-cycle logic. The decision-making is split into two PURE,
|
||||||
|
-- offline-tested functions (nextIndex, findFilledSlot); castNext() is
|
||||||
|
-- the thin wrapper that touches CastSpellByName / GetTime / TotemBarDB.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
TotemBar.DEFAULT_GAP_SECONDS = 2
|
||||||
|
|
||||||
|
-- Anti double-press guard for recallAndCastAll: if a deploy happened within
|
||||||
|
-- this many seconds, a rapid second press SKIPS the recall (so it doesn't
|
||||||
|
-- pull the just-placed totems, which are still on their ~1.5s element
|
||||||
|
-- cooldown and couldn't be re-placed).
|
||||||
|
TotemBar.DEFAULT_RECALL_GUARD = 2
|
||||||
|
|
||||||
|
-- Default gap (px) between bar buttons. Matches ui.lua's file-scope
|
||||||
|
-- BUTTON_GAP default; the options panel's "Button spacing" slider (range
|
||||||
|
-- 10-30px) live-applies changes via TotemBar.SetButtonGap (ui.lua) and
|
||||||
|
-- persists them to TotemBarDB.buttonGap (core/config.lua).
|
||||||
|
TotemBar.DEFAULT_BUTTON_GAP = 10
|
||||||
|
|
||||||
|
-- Cycle state: which slot was cast last, and when.
|
||||||
|
TotemBar.castState = TotemBar.castState or {
|
||||||
|
index = 0, -- 0 = no cast yet (or state was reset)
|
||||||
|
lastTime = 0,
|
||||||
|
lastDeployTime = 0,
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Own-tracking table for the OmniCC-style remaining-duration display in
|
||||||
|
-- ui.lua: fallback source for when pfUI's libtotem (GetTotemInfo) isn't
|
||||||
|
-- present, or reports a given slot inactive. element -> {start=,
|
||||||
|
-- duration=}, both in TotemBar.recordCast() below.
|
||||||
|
TotemBar.activeTotems = TotemBar.activeTotems or {}
|
||||||
|
|
||||||
|
-- Pure: given the previously cast slot index, the time of that previous
|
||||||
|
-- cast, the current time, the allowed gap (seconds) and the number of
|
||||||
|
-- slots, returns the next slot index (1-based) to advance to.
|
||||||
|
--
|
||||||
|
-- - prevIndex <= 0 (never cast yet) -> 1
|
||||||
|
-- - now - lastTime > gapSeconds -> 1 (fresh spam, start over)
|
||||||
|
-- - otherwise -> prevIndex + 1, wrapping from
|
||||||
|
-- numSlots back to 1
|
||||||
|
function TotemBar.nextIndex(prevIndex, lastTime, now, gapSeconds, numSlots)
|
||||||
|
if not prevIndex or prevIndex <= 0 then
|
||||||
|
return 1
|
||||||
|
end
|
||||||
|
if not lastTime or (now - lastTime) > gapSeconds then
|
||||||
|
return 1
|
||||||
|
end
|
||||||
|
local nxt = prevIndex + 1
|
||||||
|
if nxt > numSlots then
|
||||||
|
nxt = 1
|
||||||
|
end
|
||||||
|
return nxt
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: starting at startIndex, walk forward through `elements`
|
||||||
|
-- (wrapping past the end back to 1) and return the index of the first
|
||||||
|
-- element for which chosen[element] is truthy (a totem name). Returns
|
||||||
|
-- nil if none of the slots are filled.
|
||||||
|
function TotemBar.findFilledSlot(chosen, elements, startIndex)
|
||||||
|
local numSlots = table.getn(elements)
|
||||||
|
if numSlots == 0 or not startIndex then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
for tries = 0, numSlots - 1 do
|
||||||
|
local slot = startIndex + tries
|
||||||
|
if slot > numSlots then
|
||||||
|
slot = slot - numSlots
|
||||||
|
end
|
||||||
|
if chosen[elements[slot]] then
|
||||||
|
return slot
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: seconds remaining given a start time, a duration and the
|
||||||
|
-- current time. May return <= 0 (already expired); callers decide how
|
||||||
|
-- to treat that. Returns nil if either start or duration is missing.
|
||||||
|
function TotemBar.remaining(start, duration, now)
|
||||||
|
if not start or not duration then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return start + duration - now
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: is any element's own-tracked totem still out (remaining > 0)?
|
||||||
|
function TotemBar.anyActiveTracked(activeTotems, elements, now, remainingFn)
|
||||||
|
if not activeTotems then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local rec = activeTotems[elements[i]]
|
||||||
|
if rec then
|
||||||
|
local rem = remainingFn(rec.start, rec.duration, now)
|
||||||
|
if rem and rem > 0 then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: decides which of two already-computed remaining-seconds values
|
||||||
|
-- to show for one element's timer text. GetTotemInfo (pfUI's
|
||||||
|
-- libtotem), when it reports the slot active, is authoritative;
|
||||||
|
-- otherwise (absent, or reporting the slot inactive) falls back to
|
||||||
|
-- TotemBar's own cast-tracking. Returns nil when neither source has
|
||||||
|
-- time left.
|
||||||
|
function TotemBar.resolveRemaining(gtiActive, gtiRemaining, ownRemaining)
|
||||||
|
-- FIX 2026-07-15: trust GTI (pfUI libtotem) ONLY when it reports the slot active
|
||||||
|
-- AND with positive time left. Previously a stale-active GTI slot (active but
|
||||||
|
-- gtiRemaining<=0 -- libtotem evicts lazily on read) hit the bare `return nil` and
|
||||||
|
-- BLOCKED the timer even when own-tracking had a valid time. That produced the
|
||||||
|
-- Fire/Earth-dead, Air-flickering, Water-ok pattern (pfUI's single non-slot-indexed
|
||||||
|
-- cast queue loses the race for the slots cast later in a multi-drop).
|
||||||
|
if gtiActive and gtiRemaining and gtiRemaining > 0 then
|
||||||
|
return gtiRemaining
|
||||||
|
end
|
||||||
|
if ownRemaining and ownRemaining > 0 then
|
||||||
|
return ownRemaining
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: OmniCC-style text for an already-known-positive remaining
|
||||||
|
-- seconds value: whole minutes rounded up from 60s on, plain rounded-up
|
||||||
|
-- integer seconds below that.
|
||||||
|
function TotemBar.formatRemaining(remaining)
|
||||||
|
if remaining >= 60 then
|
||||||
|
return string.format("%dm", math.ceil(remaining / 60))
|
||||||
|
end
|
||||||
|
return string.format("%d", math.ceil(remaining))
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: strips a trailing rank suffix from a spell name as CastSpellByName
|
||||||
|
-- would receive it -- both "Searing Totem(Rank 4)" (no space, what the
|
||||||
|
-- client itself produces) and "Searing Totem (Rank 4)" (a space, common in
|
||||||
|
-- hand-typed macros) are accepted forms. Returns the input unchanged if it
|
||||||
|
-- carries no such suffix, or nil if name is nil.
|
||||||
|
function TotemBar.stripRankSuffix(name)
|
||||||
|
if not name then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local _, _, base = string.find(name, "^(.-)%s*%(.-%)%s*$")
|
||||||
|
if base and base ~= "" then
|
||||||
|
return base
|
||||||
|
end
|
||||||
|
return name
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: given a spell name as CastSpellByName/GetSpellName would produce it
|
||||||
|
-- (optionally rank-suffixed, see stripRankSuffix above), returns the
|
||||||
|
-- element it belongs to and its rank-stripped base name -- or nil, nil if
|
||||||
|
-- rawName is nil or isn't one of TotemBar's known totems (core/totemdata.lua).
|
||||||
|
-- Used by the universal CastSpellByName/CastSpell hooks below to decide
|
||||||
|
-- whether a cast caught outside TotemBar's own paths is a totem at all.
|
||||||
|
function TotemBar.elementFromCastName(rawName)
|
||||||
|
if not rawName then
|
||||||
|
return nil, nil
|
||||||
|
end
|
||||||
|
local baseName = TotemBar.stripRankSuffix(rawName)
|
||||||
|
local element = TotemBar.elementOf(baseName)
|
||||||
|
if not element then
|
||||||
|
return nil, nil
|
||||||
|
end
|
||||||
|
return element, baseName
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Finds the spellbook index of a known spell by exact name, or nil.
|
||||||
|
-- Used to duplicate ui.lua's own file-local FindSpellIndexByName as its
|
||||||
|
-- own fresh linear scan (no common "api" module to hang a single copy
|
||||||
|
-- off). Both now route through core/spellindex.lua's cached
|
||||||
|
-- TotemBar.findSpellIndex (loaded earlier in the TOC) instead.
|
||||||
|
|
||||||
|
-- Records that `totemName` was just cast into `element`'s slot, into
|
||||||
|
-- TotemBar's own tracking table (see activeTotems above). Touches
|
||||||
|
-- GetTime(), a spellbook index/texture scan and (for Searing Totem) a
|
||||||
|
-- rank scan, so it isn't pure; called from both the bar's left-click
|
||||||
|
-- path (ui.lua) and castNext()/castAll() below.
|
||||||
|
--
|
||||||
|
-- Also stashes the totem spell's icon texture (rec.icon) and a
|
||||||
|
-- self-learning "did I ever see this totem's buff" flag
|
||||||
|
-- (rec.everHadBuff, starts false). ui.lua's out-of-range red-tint
|
||||||
|
-- feature is buff-presence based: a totem's party buff uses the SAME
|
||||||
|
-- icon texture as the totem spell itself (verified in-game), so
|
||||||
|
-- TotemBar.hasBuffWithIcon(rec.icon) tells whether the player is
|
||||||
|
-- currently benefiting from THIS cast totem.
|
||||||
|
function TotemBar.recordCast(element, totemName)
|
||||||
|
if not element or not totemName then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local highestRank = nil
|
||||||
|
if totemName == "Searing Totem" and TotemBar.highestKnownRank then
|
||||||
|
highestRank = TotemBar.highestKnownRank(totemName)
|
||||||
|
end
|
||||||
|
local icon = nil
|
||||||
|
local idx = TotemBar.findSpellIndex(totemName)
|
||||||
|
if idx then
|
||||||
|
icon = GetSpellTexture(idx, BOOKTYPE_SPELL)
|
||||||
|
end
|
||||||
|
local rec = {
|
||||||
|
start = GetTime(),
|
||||||
|
duration = TotemBar.durationWithMastery(
|
||||||
|
TotemBar.totemDuration(totemName, highestRank),
|
||||||
|
TotemBar.isHelpfulTotem(totemName),
|
||||||
|
TotemBar.hasTotemicMastery and TotemBar.hasTotemicMastery()),
|
||||||
|
totemName = totemName,
|
||||||
|
icon = icon,
|
||||||
|
everHadBuff = false,
|
||||||
|
}
|
||||||
|
TotemBar.activeTotems[element] = rec
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Records a totem cast caught by the universal CastSpellByName/CastSpell
|
||||||
|
-- hooks below, UNLESS TotemBar's own code already recorded this EXACT cast
|
||||||
|
-- this same GetTime() tick. Every TotemBar-exposed cast entry point
|
||||||
|
-- (bind.lua's CastTotem/CastElement, castNext/castAll/dropSetKey/
|
||||||
|
-- recallAndCastAll above, ui.lua's bar/flyout click handlers) already calls
|
||||||
|
-- TotemBar.recordCast() itself right after casting -- verified by a full
|
||||||
|
-- inventory of every Bindings.xml binding, the "Totems" macro, and every
|
||||||
|
-- click handler (2026-07-16): none of them skip it. So a hook firing for a
|
||||||
|
-- cast that ALSO went through one of those paths would otherwise
|
||||||
|
-- double-record in the same frame (harmless -- recordCast just overwrites
|
||||||
|
-- with a near-identical timestamp -- but trivially avoidable with this one
|
||||||
|
-- check, so it is).
|
||||||
|
function TotemBar.recordCastFromHook(element, totemName)
|
||||||
|
local existing = TotemBar.activeTotems[element]
|
||||||
|
if existing and existing.totemName == totemName and existing.start == GetTime() then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
TotemBar.recordCast(element, totemName)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ===== Universal cast hooks: catch totem casts from ANY path =====
|
||||||
|
-- Defense-in-depth for totems cast WITHOUT going through any TotemBar
|
||||||
|
-- function at all -- e.g. a hand-written macro's own `/cast Searing Totem`,
|
||||||
|
-- or another addon. Every path TotemBar itself exposes already calls
|
||||||
|
-- recordCast() (see recordCastFromHook's comment above) so this is a
|
||||||
|
-- safety net, not the primary fix for a "no countdown" report.
|
||||||
|
--
|
||||||
|
-- Fixed arity on purpose (project rule: no vararg closures) -- both globals
|
||||||
|
-- have a stable, known 1.12 signature: CastSpellByName(name, onSelf),
|
||||||
|
-- CastSpell(spellId, bookType).
|
||||||
|
--
|
||||||
|
-- Plain global reassignment, not hooksecurefunc -- pfUI provides
|
||||||
|
-- hooksecurefunc as its own polyfill (compat/vanilla.lua; native 1.12 has
|
||||||
|
-- no such function), and TotemBar must not hard-depend on pfUI being
|
||||||
|
-- loaded. Saving whatever function is CURRENTLY bound to the global and
|
||||||
|
-- calling it first (before doing our own extra work) composes correctly
|
||||||
|
-- with pfUI's own libtotem hook on CastSpellByName/CastSpell regardless of
|
||||||
|
-- addon load order: whichever wraps last just adds a layer on top of
|
||||||
|
-- whatever was already there.
|
||||||
|
--
|
||||||
|
-- UseAction is intentionally NOT hooked. 1.12 has no GetActionInfo /
|
||||||
|
-- GetActionSpellId to read a spell off an action-bar slot directly; pfUI's
|
||||||
|
-- own UseAction coverage (libtotem.lua) only works by scanning a hidden
|
||||||
|
-- GameTooltip:SetAction(slot) via its private libtipscan library, wired up
|
||||||
|
-- through hooksecurefunc -- both the tooltip-scan trick and hooksecurefunc
|
||||||
|
-- are pfUI-internal, not something TotemBar can reimplement without either
|
||||||
|
-- a hard pfUI dependency or a whole new action-slot tooltip scanner (this
|
||||||
|
-- file already has a spellbook-index tooltip scanner for mana costs, see
|
||||||
|
-- core/manacost.lua, but nothing that scans by action slot). Given every
|
||||||
|
-- TotemBar-native path already records, and pfUI's GetTotemInfo already
|
||||||
|
-- covers action-bar-dragged totem casts as the resolveRemaining/
|
||||||
|
-- resolveDuration fallback source when pfUI is present, this gap was
|
||||||
|
-- judged not worth the added dependency/complexity.
|
||||||
|
if type(CastSpellByName) == "function" then
|
||||||
|
local origCastSpellByName = CastSpellByName
|
||||||
|
CastSpellByName = function(name, onSelf)
|
||||||
|
origCastSpellByName(name, onSelf)
|
||||||
|
local element, baseName = TotemBar.elementFromCastName(name)
|
||||||
|
if element then
|
||||||
|
TotemBar.recordCastFromHook(element, baseName)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if type(CastSpell) == "function" then
|
||||||
|
local origCastSpell = CastSpell
|
||||||
|
CastSpell = function(spellId, bookType)
|
||||||
|
origCastSpell(spellId, bookType)
|
||||||
|
if type(GetSpellName) == "function" then
|
||||||
|
local rawName = GetSpellName(spellId, bookType)
|
||||||
|
local element, baseName = TotemBar.elementFromCastName(rawName)
|
||||||
|
if element then
|
||||||
|
TotemBar.recordCastFromHook(element, baseName)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Module-scratch table for the buff-texture scan below, reused every
|
||||||
|
-- call (hasBuffWithIcon runs ~5x/sec, from ui.lua's throttled timer
|
||||||
|
-- tick) so it doesn't allocate a new table each time. buffScratchLen
|
||||||
|
-- tracks how far the previous scan filled it, so leftover entries past
|
||||||
|
-- the new scan's length get nilled out - keeping it a clean, hole-free
|
||||||
|
-- 1..n array (table.getn needs that to be reliable in Lua 5.0).
|
||||||
|
local buffScratch = {}
|
||||||
|
local buffScratchLen = 0
|
||||||
|
|
||||||
|
-- Pure: given a flat array of buff texture path strings (some entries
|
||||||
|
-- may be nil) and a totem spell's icon texture path, returns true if
|
||||||
|
-- any buff texture matches iconPath via a case-insensitive literal
|
||||||
|
-- substring search (tolerates path/casing differences between
|
||||||
|
-- GetSpellTexture's and UnitBuff's returned strings). Returns false if
|
||||||
|
-- iconPath or buffTexList is nil, or nothing matches.
|
||||||
|
function TotemBar.buffTexturesMatch(buffTexList, iconPath)
|
||||||
|
if not iconPath or not buffTexList then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
local needle = string.lower(iconPath)
|
||||||
|
for i = 1, table.getn(buffTexList) do
|
||||||
|
local tex = buffTexList[i]
|
||||||
|
if tex and string.find(string.lower(tex), needle, 1, true) then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Thin WoW-API wrapper: scans the player's current buffs (UnitBuff
|
||||||
|
-- "player" 1..32, stopping at the first nil slot) into the reusable
|
||||||
|
-- buffScratch table, then hands it to the pure
|
||||||
|
-- TotemBar.buffTexturesMatch() above. This is the "am I in this totem's
|
||||||
|
-- range?" signal for ui.lua's red-tint feature: a totem's party buff
|
||||||
|
-- shares its spell's icon texture (verified in-game), so having a
|
||||||
|
-- matching buff means the totem is currently affecting the player.
|
||||||
|
function TotemBar.hasBuffWithIcon(iconPath)
|
||||||
|
if not iconPath then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
local n = 0
|
||||||
|
for i = 1, 32 do
|
||||||
|
local tex = UnitBuff("player", i)
|
||||||
|
if not tex then
|
||||||
|
break
|
||||||
|
end
|
||||||
|
n = n + 1
|
||||||
|
buffScratch[n] = tex
|
||||||
|
end
|
||||||
|
for i = n + 1, buffScratchLen do
|
||||||
|
buffScratch[i] = nil
|
||||||
|
end
|
||||||
|
buffScratchLen = n
|
||||||
|
return TotemBar.buffTexturesMatch(buffScratch, iconPath)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Clears every own-tracked totem timer at once (e.g. after Totemic
|
||||||
|
-- Recall, which drops all active totems simultaneously).
|
||||||
|
function TotemBar.clearActiveTotems()
|
||||||
|
for i = 1, table.getn(TotemBar.TOTEM_ELEMENTS) do
|
||||||
|
TotemBar.activeTotems[TotemBar.TOTEM_ELEMENTS[i]] = nil
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Is at least one totem currently out? Used to avoid wasting Totemic Recall's
|
||||||
|
-- own 6-second cooldown on a no-op cast: recalling with nothing out still puts
|
||||||
|
-- Recall on cooldown, so a fresh set placed right after can't be recalled for
|
||||||
|
-- 6s. Permissive on purpose - returns true if EITHER our own cast-tracking OR
|
||||||
|
-- GetTotemInfo (pfUI libtotem / SuperWoW, when present) reports a totem out, so
|
||||||
|
-- a legitimate recall is never wrongly blocked; only when both agree nothing is
|
||||||
|
-- out do we suppress the cast.
|
||||||
|
function TotemBar.anyTotemOut()
|
||||||
|
if TotemBar.anyActiveTracked(TotemBar.activeTotems, TotemBar.TOTEM_ELEMENTS,
|
||||||
|
GetTime(), TotemBar.remaining) then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
if GetTotemInfo then
|
||||||
|
for slot = 1, 4 do
|
||||||
|
if GetTotemInfo(slot) then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- pure: does the addon currently hold ANY tracked totem record (regardless of expiry)?
|
||||||
|
-- TotemBar.activeTotems is an in-memory table cleared to {} on load (see top of this file,
|
||||||
|
-- NOT persisted to SavedVariables), so a non-empty table proves we have cast at least one
|
||||||
|
-- totem THIS session and can reason about whether it is still out.
|
||||||
|
function TotemBar.hasTrackedTotems(activeTotems, elements)
|
||||||
|
if not activeTotems then return false end
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
if activeTotems[elements[i]] then return true end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Should the manual-recall gate BLOCK the recall? Only when we are CONFIDENT that nothing
|
||||||
|
-- is out: we have tracked at least one totem THIS session AND all tracked totems have
|
||||||
|
-- expired. When tracking is empty (fresh load, or after a /reload -- activeTotems is
|
||||||
|
-- in-memory only and reset on load) the state is UNKNOWN, not "none out": on 1.12 there is
|
||||||
|
-- no GetTotemInfo / no "totemN" UnitID to re-detect a totem that was cast BEFORE the reload
|
||||||
|
-- (KG-confirmed 2026-07-14 -- no reload-proof detection exists for all totem types). So in
|
||||||
|
-- the unknown case FAIL OPEN -- let the recall through rather than falsely reporting "no
|
||||||
|
-- totems out" and blocking a legitimate recall of a still-standing totem (the bug this fixes:
|
||||||
|
-- our reloads wiped the tracking while the totems stayed physically out). Worst case of
|
||||||
|
-- fail-open is one needless recall right after a reload -- far cheaper than a blocked one.
|
||||||
|
function TotemBar.confidentNoneOut()
|
||||||
|
if not TotemBar.hasTrackedTotems(TotemBar.activeTotems, TotemBar.TOTEM_ELEMENTS) then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
return not TotemBar.anyTotemOut()
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Casts exactly ONE totem per call: the next slot in Fire -> Earth ->
|
||||||
|
-- Water -> Air order, skipping empty (unassigned) slots. If more than
|
||||||
|
-- gapSeconds has passed since the previous call, the cycle restarts at
|
||||||
|
-- the first filled slot (so a fresh spam always begins with totem 1).
|
||||||
|
--
|
||||||
|
-- Intended for a macro: `/script TotemBar.castNext()`
|
||||||
|
function TotemBar.castNext()
|
||||||
|
local db = TotemBarDB
|
||||||
|
local chosen = (db and db.chosen) or {}
|
||||||
|
local gap = (db and db.gapSeconds) or TotemBar.DEFAULT_GAP_SECONDS
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
local numSlots = table.getn(elements)
|
||||||
|
local now = GetTime()
|
||||||
|
|
||||||
|
local state = TotemBar.castState
|
||||||
|
local startIdx = TotemBar.nextIndex(state.index, state.lastTime, now, gap, numSlots)
|
||||||
|
local slot = TotemBar.findFilledSlot(chosen, elements, startIdx)
|
||||||
|
|
||||||
|
if not slot then
|
||||||
|
-- Nothing assigned to any element; nothing to cast.
|
||||||
|
state.index = 0
|
||||||
|
state.lastTime = now
|
||||||
|
return nil, nil
|
||||||
|
end
|
||||||
|
|
||||||
|
local element = elements[slot]
|
||||||
|
local totemName = chosen[element]
|
||||||
|
CastSpellByName(totemName)
|
||||||
|
TotemBar.recordCast(element, totemName)
|
||||||
|
state.index = slot
|
||||||
|
state.lastTime = now
|
||||||
|
return totemName, element
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Casts ALL filled slots in a single call (Fire -> Earth -> Water ->
|
||||||
|
-- Air). On TurtleWoW each totem element has its own cooldown, so this
|
||||||
|
-- MAY drop all four from one keypress. Whether 4 CastSpellByName calls
|
||||||
|
-- in one Lua frame all land (vs only the last "winning") is unverified
|
||||||
|
-- on this client -- offered as a one-press alternative to castNext() to
|
||||||
|
-- test in-game.
|
||||||
|
--
|
||||||
|
-- Intended for a macro: `/script TotemBar.castAll()`
|
||||||
|
function TotemBar.castAll()
|
||||||
|
local db = TotemBarDB
|
||||||
|
local chosen = (db and db.chosen) or {}
|
||||||
|
local elements = TotemBar.TOTEM_ELEMENTS
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local element = elements[i]
|
||||||
|
local totemName = chosen[element]
|
||||||
|
if totemName then
|
||||||
|
CastSpellByName(totemName)
|
||||||
|
TotemBar.recordCast(element, totemName)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: should recallAndCastAll fire Totemic Recall this call?
|
||||||
|
-- autoRecall off -> false (never recall)
|
||||||
|
-- never deployed (nil / <=0) -> true (nothing fresh to protect)
|
||||||
|
-- last deploy > guard ago -> true
|
||||||
|
-- last deploy within guard -> false (protect just-placed totems from a
|
||||||
|
-- rapid accidental second press)
|
||||||
|
function TotemBar.shouldRecall(autoRecall, lastDeployTime, now, guardSeconds)
|
||||||
|
if not autoRecall then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if not lastDeployTime or lastDeployTime <= 0 then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
if not guardSeconds then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
if (now - lastDeployTime) > guardSeconds then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Casts Totemic Recall bypassing nampower's spell queue when that API is
|
||||||
|
-- present. Root cause of the "place a set, it vanishes a moment later" bug:
|
||||||
|
-- under nampower, a plain CastSpellByName of Totemic Recall (a GCD-tied
|
||||||
|
-- instant) issued while a GCD is active is QUEUED, not cast, and pops at
|
||||||
|
-- GCD-end -- by which time the totems are already down (TWoW gives each totem
|
||||||
|
-- element its own non-GCD recovery category, so the 4 totems fire immediately
|
||||||
|
-- with queue priority). The late Recall then sweeps the fresh set. Bypassing
|
||||||
|
-- the queue means a GCD-blocked Recall simply fails that press instead of
|
||||||
|
-- being deferred, so it can never fire late and tear the totems down. Falls
|
||||||
|
-- back to a plain cast when nampower isn't installed (the function is nil).
|
||||||
|
-- (KG: NP_QueueInstantSpells default 1 is the deferral; CastSpellByNameNoQueue
|
||||||
|
-- is nampower's queue-bypass cast.)
|
||||||
|
local function castRecallNoQueue()
|
||||||
|
if type(CastSpellByNameNoQueue) == "function" then
|
||||||
|
CastSpellByNameNoQueue("Totemic Recall")
|
||||||
|
else
|
||||||
|
CastSpellByName("Totemic Recall")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Recall-then-deploy: when TotemBarDB.autoRecall is on (the default -
|
||||||
|
-- toggleable via the Recall button's right-click, see ui.lua), casts
|
||||||
|
-- Totemic Recall FIRST (drops existing totems and refunds some mana)
|
||||||
|
-- and clears own-tracking, then always places all filled slots via
|
||||||
|
-- castAll(). One keypress = recall + redeploy (or just redeploy, with
|
||||||
|
-- the flag off). Like castAll, relies on TurtleWoW allowing several
|
||||||
|
-- CastSpellByName calls in one Lua frame -- verify in-game.
|
||||||
|
--
|
||||||
|
-- Guarded against rapid double-presses: shouldRecall() only fires Recall
|
||||||
|
-- if the last deploy was more than DEFAULT_RECALL_GUARD seconds ago. A
|
||||||
|
-- fast accidental second press then just re-attempts placement (a no-op,
|
||||||
|
-- since the totems are still up and each element is on its own ~1.5s
|
||||||
|
-- cooldown) instead of recalling the totems that were just placed.
|
||||||
|
--
|
||||||
|
-- Intended for a macro: `/script TotemBar.recallAndCastAll()`
|
||||||
|
function TotemBar.recallAndCastAll()
|
||||||
|
local now = GetTime()
|
||||||
|
local autoRecall = TotemBarDB and TotemBarDB.autoRecall
|
||||||
|
local guard = (TotemBarDB and TotemBarDB.recallGuardSeconds) or TotemBar.DEFAULT_RECALL_GUARD
|
||||||
|
if TotemBar.shouldRecall(autoRecall, TotemBar.castState.lastDeployTime, now, guard)
|
||||||
|
and TotemBar.anyTotemOut() then
|
||||||
|
castRecallNoQueue()
|
||||||
|
TotemBar.clearActiveTotems()
|
||||||
|
end
|
||||||
|
TotemBar.castAll()
|
||||||
|
TotemBar.castState.lastDeployTime = now
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Key-down/key-up split for the DropSet keybind. Bound in Bindings.xml with
|
||||||
|
-- runOnUp="true", so this runs on BOTH flanks with the global `keystate` set
|
||||||
|
-- to "down" / "up" beforehand. Casting Totemic Recall on the DOWN stroke and
|
||||||
|
-- placing the set on the RELEASE. The real fix for the teardown is
|
||||||
|
-- castRecallNoQueue() (see above) -- bypassing nampower's queue so a
|
||||||
|
-- GCD-blocked Recall never fires late and sweeps the fresh set. The down/up
|
||||||
|
-- split adds belt-and-suspenders temporal separation: the Recall on the down
|
||||||
|
-- stroke has definitively resolved-or-failed (it is never queued) by the time
|
||||||
|
-- the release places the set. Both flanks are real hardware events, so both
|
||||||
|
-- may cast (Blizzard's own ActionButtonUp casts on release too), unlike a
|
||||||
|
-- timer-deferred placement which this client blocks as a non-hardware cast.
|
||||||
|
--
|
||||||
|
-- Still guarded by shouldRecall()'s 2s window (a rapid re-press within the
|
||||||
|
-- guard skips the Recall so it can't pull the just-placed set). keystate is
|
||||||
|
-- nil only if the binding ran without runOnUp (misconfig / older client);
|
||||||
|
-- treat nil like "up" so a single fire at least still PLACES rather than
|
||||||
|
-- silently doing nothing.
|
||||||
|
function TotemBar.dropSetKey(keystate)
|
||||||
|
if keystate == "down" then
|
||||||
|
local now = GetTime()
|
||||||
|
local autoRecall = TotemBarDB and TotemBarDB.autoRecall
|
||||||
|
local guard = (TotemBarDB and TotemBarDB.recallGuardSeconds) or TotemBar.DEFAULT_RECALL_GUARD
|
||||||
|
if TotemBar.shouldRecall(autoRecall, TotemBar.castState.lastDeployTime, now, guard)
|
||||||
|
and TotemBar.anyTotemOut() then
|
||||||
|
castRecallNoQueue()
|
||||||
|
TotemBar.clearActiveTotems()
|
||||||
|
end
|
||||||
|
else
|
||||||
|
-- Release (or nil fallback): place the set now, in this hardware frame.
|
||||||
|
TotemBar.castAll()
|
||||||
|
TotemBar.castState.lastDeployTime = GetTime()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Dev aid (/tb tdump): dumps TotemBar's own per-element cast-tracking
|
||||||
|
-- (TotemBar.activeTotems, the resolveRemaining/resolveDuration own-tracking
|
||||||
|
-- fallback source, see this file's header comment) side by side with the
|
||||||
|
-- RAW GetTotemInfo(1..4) (pfUI libtotem, when present -- the OTHER,
|
||||||
|
-- normally-authoritative source), so a "countdown missing" report can be
|
||||||
|
-- diagnosed off-client without an in-game screenshot: did TotemBar ever
|
||||||
|
-- record this cast at all, and what does GTI say about the same slot right
|
||||||
|
-- now? Also appends ui.lua's TotemBar.DumpRingRenderState() output (2026-07-
|
||||||
|
-- 16, Searing-ring bug: countdown TEXT shows but no pulse RING) -- the pure
|
||||||
|
-- ring math was already proven correct offline, so this section captures
|
||||||
|
-- the WoW-side render state instead: cached ring flags plus the LIVE
|
||||||
|
-- ringFill/ringTrack texture objects (shown/texture/alpha/texCoord/parent),
|
||||||
|
-- see that function's own comment for the full field list. Written to
|
||||||
|
-- <WoW>\imports\tb_tdump.txt via SuperWoW's ExportFile (name WITHOUT
|
||||||
|
-- the .txt extension -- ExportFile appends it itself); chat fallback when
|
||||||
|
-- SuperWoW isn't present. GetTotemInfo is pcall-wrapped since it's
|
||||||
|
-- third-party (pfUI) code this dump must never itself error on.
|
||||||
|
function TotemBar.DumpTimerState()
|
||||||
|
local now = GetTime()
|
||||||
|
local els = TotemBar.TOTEM_ELEMENTS
|
||||||
|
local activeTotems = TotemBar.activeTotems
|
||||||
|
local out = "TotemBar timer-state dump (now=" .. tostring(now) .. ")\n"
|
||||||
|
|
||||||
|
out = out .. "\n-- own tracking (TotemBar.activeTotems) --\n"
|
||||||
|
for i = 1, table.getn(els) do
|
||||||
|
local element = els[i]
|
||||||
|
local rec = activeTotems[element]
|
||||||
|
if rec then
|
||||||
|
local rem = TotemBar.remaining(rec.start, rec.duration, now)
|
||||||
|
out = out .. element .. ": spell='" .. tostring(rec.totemName) .. "'"
|
||||||
|
.. " start=" .. tostring(rec.start)
|
||||||
|
.. " duration=" .. tostring(rec.duration)
|
||||||
|
.. " remaining=" .. tostring(rem) .. "\n"
|
||||||
|
else
|
||||||
|
out = out .. element .. ": (no record)\n"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
out = out .. "\n-- raw GetTotemInfo(1..4) (pfUI libtotem, when present) --\n"
|
||||||
|
if type(GetTotemInfo) == "function" then
|
||||||
|
for slot = 1, 4 do
|
||||||
|
local ok, active, name, start, duration = pcall(GetTotemInfo, slot)
|
||||||
|
if ok then
|
||||||
|
out = out .. "slot " .. slot .. ": active=" .. tostring(active)
|
||||||
|
.. " name='" .. tostring(name) .. "'"
|
||||||
|
.. " start=" .. tostring(start)
|
||||||
|
.. " duration=" .. tostring(duration) .. "\n"
|
||||||
|
else
|
||||||
|
out = out .. "slot " .. slot .. ": pcall error: " .. tostring(active) .. "\n"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
out = out .. "(GetTotemInfo not present -- no pfUI libtotem loaded)\n"
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Render-state section (ui.lua): the pure timer/duration/ring math
|
||||||
|
-- above was already proven correct offline for the Searing-ring
|
||||||
|
-- report (text shows, no ring) -- this is the other half, the
|
||||||
|
-- WoW-side render state (cached ring flags + LIVE texture objects)
|
||||||
|
-- that this dump previously never captured. pcall-wrapped: ui.lua
|
||||||
|
-- loads after this file (see TotemBar.toc), but by the time a player
|
||||||
|
-- runs /tb tdump everything is loaded; the guard just keeps this dump
|
||||||
|
-- from erroring if that ever isn't true (e.g. a future load-order
|
||||||
|
-- change) or if TotemBar.DumpRingRenderState itself hits something
|
||||||
|
-- unexpected.
|
||||||
|
local okRender, renderOut = pcall(TotemBar.DumpRingRenderState)
|
||||||
|
if okRender and renderOut then
|
||||||
|
out = out .. renderOut
|
||||||
|
else
|
||||||
|
out = out .. "\n-- render state: unavailable (" .. tostring(renderOut) .. ") --\n"
|
||||||
|
end
|
||||||
|
|
||||||
|
if ExportFile then
|
||||||
|
ExportFile("tb_tdump", out)
|
||||||
|
end
|
||||||
|
if DEFAULT_CHAT_FRAME then
|
||||||
|
DEFAULT_CHAT_FRAME:AddMessage("TotemBar: tdump exported.")
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1,84 @@
|
|||||||
|
-- TotemBar - core/config.lua
|
||||||
|
-- SavedVariables model. TotemBarDB is declared in the .toc as a
|
||||||
|
-- SavedVariable; ensureDefaults() fills in anything missing (first run,
|
||||||
|
-- or a saved file from an older version that lacks newer fields).
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
TotemBarDB = TotemBarDB or {}
|
||||||
|
|
||||||
|
-- TotemBarDB shape:
|
||||||
|
-- chosen[element] = totemName ("Fire" -> "Searing Totem", ...)
|
||||||
|
-- gapSeconds = spam-cycle reset gap (seconds)
|
||||||
|
-- locked = boolean, whether the bar can be dragged
|
||||||
|
-- autoRecall = boolean, whether recallAndCastAll() prepends
|
||||||
|
-- Totemic Recall (toggled via the Recall button's
|
||||||
|
-- right-click, see ui.lua); default ON
|
||||||
|
-- point/relPoint/x/y = saved frame anchor (see ui.lua)
|
||||||
|
-- showDurationRing/ringStyle/showPulseBars/showPulseWaves/
|
||||||
|
-- showTimerText = Pulse UI (see spec). showPulseBars = the countdown
|
||||||
|
-- bar (primary "when's the next pulse" readout);
|
||||||
|
-- showPulseWaves = the ripple (event feedback only);
|
||||||
|
-- independently toggleable.
|
||||||
|
-- barLayout = bar arrangement: "1x6"|"2x3"|"3x2" (rows x cols),
|
||||||
|
-- cycled via the options panel (see ui.lua's
|
||||||
|
-- ApplyBarLayout / options.lua's layout button).
|
||||||
|
-- showDropSetButton = boolean, whether the "Drop all totems" (DropSet)
|
||||||
|
-- button is shown on the bar; default ON, so existing
|
||||||
|
-- users keep it. Visibility only: the button is always
|
||||||
|
-- created, and its keybinding (BINDING_NAME_TOTEMBAR_
|
||||||
|
-- DROPSET) plus the "Totems" macro keep working while
|
||||||
|
-- it is hidden - same idea as the "Show bar" toggle.
|
||||||
|
-- buttonGap = px gap between bar buttons, range 10-30, default
|
||||||
|
-- TotemBar.DEFAULT_BUTTON_GAP (see core/cast.lua);
|
||||||
|
-- live-applied via ui.lua's TotemBar.SetButtonGap,
|
||||||
|
-- set from the options panel's "Button spacing" slider.
|
||||||
|
function TotemBar.ensureDefaults()
|
||||||
|
TotemBarDB.chosen = TotemBarDB.chosen or {}
|
||||||
|
TotemBarDB.gapSeconds = TotemBarDB.gapSeconds or TotemBar.DEFAULT_GAP_SECONDS
|
||||||
|
if TotemBarDB.locked == nil then
|
||||||
|
TotemBarDB.locked = false
|
||||||
|
end
|
||||||
|
if TotemBarDB.autoRecall == nil then
|
||||||
|
TotemBarDB.autoRecall = true
|
||||||
|
end
|
||||||
|
TotemBarDB.point = TotemBarDB.point or "CENTER"
|
||||||
|
TotemBarDB.relPoint = TotemBarDB.relPoint or "CENTER"
|
||||||
|
TotemBarDB.x = TotemBarDB.x or 0
|
||||||
|
TotemBarDB.y = TotemBarDB.y or 0
|
||||||
|
TotemBarDB.scale = TotemBarDB.scale or 1.0
|
||||||
|
TotemBarDB.minimapAngle = TotemBarDB.minimapAngle or 225
|
||||||
|
if TotemBarDB.hidden == nil then
|
||||||
|
TotemBarDB.hidden = false
|
||||||
|
end
|
||||||
|
TotemBarDB.recallGuardSeconds = TotemBarDB.recallGuardSeconds or TotemBar.DEFAULT_RECALL_GUARD
|
||||||
|
TotemBarDB.recallRefundPct = TotemBarDB.recallRefundPct or 0.25
|
||||||
|
TotemBarDB.buttonGap = TotemBarDB.buttonGap or TotemBar.DEFAULT_BUTTON_GAP
|
||||||
|
|
||||||
|
-- Pulse UI (spec docs/superpowers/specs/2026-07-09-pulse-ui-design.md):
|
||||||
|
-- duration ring + pulse bars, all on by default; ringStyle "round" vs
|
||||||
|
-- "square" is the in-game comparison toggle.
|
||||||
|
if TotemBarDB.showDurationRing == nil then
|
||||||
|
TotemBarDB.showDurationRing = true
|
||||||
|
end
|
||||||
|
TotemBarDB.ringStyle = TotemBarDB.ringStyle or "round"
|
||||||
|
if TotemBarDB.showPulseBars == nil then
|
||||||
|
TotemBarDB.showPulseBars = true
|
||||||
|
end
|
||||||
|
if TotemBarDB.showPulseWaves == nil then
|
||||||
|
TotemBarDB.showPulseWaves = true
|
||||||
|
end
|
||||||
|
-- dead setting removed in v0.2.2, clear persisted dust
|
||||||
|
TotemBarDB.pulseGlow = nil
|
||||||
|
if TotemBarDB.showTimerText == nil then
|
||||||
|
TotemBarDB.showTimerText = true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Bar contents: the DropSet button is optional, shown by default so an
|
||||||
|
-- upgrade never makes it disappear (visibility only, see the shape note).
|
||||||
|
if TotemBarDB.showDropSetButton == nil then
|
||||||
|
TotemBarDB.showDropSetButton = true
|
||||||
|
end
|
||||||
|
|
||||||
|
TotemBarDB.barLayout = TotemBarDB.barLayout or "1x6"
|
||||||
|
end
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
-- TotemBar - core/known.lua
|
||||||
|
-- knownTotems() is PURE (no WoW API) and offline-testable.
|
||||||
|
-- The WoW-API spellbook scan it consumes (scanSpellbook) now lives in
|
||||||
|
-- core/spellindex.lua, alongside the other spellbook-index accessors
|
||||||
|
-- (findSpellIndex/findHighestRankSlot/highestKnownRank) -- kept minimal
|
||||||
|
-- and separate so the pure filtering logic below never has to touch the
|
||||||
|
-- real API to be tested.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- Pure: given a flat list of spell names (strings) known to the player
|
||||||
|
-- and an element name ("Fire"/"Earth"/"Water"/"Air"), returns an array
|
||||||
|
-- of the subset of those names that are totems belonging to that
|
||||||
|
-- element, in the static map's order.
|
||||||
|
--
|
||||||
|
-- - Names not present in the static map (non-totem spells) are ignored.
|
||||||
|
-- - Totems in the static map that aren't in spellNames (not known) are
|
||||||
|
-- omitted from the result.
|
||||||
|
-- - An unknown/unmapped element returns an empty array.
|
||||||
|
function TotemBar.knownTotems(spellNames, element)
|
||||||
|
local result = {}
|
||||||
|
local candidates = TotemBar.TOTEMS_BY_ELEMENT[element]
|
||||||
|
if not candidates then
|
||||||
|
return result
|
||||||
|
end
|
||||||
|
|
||||||
|
local known = {}
|
||||||
|
if spellNames then
|
||||||
|
for i = 1, table.getn(spellNames) do
|
||||||
|
known[spellNames[i]] = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local n = 0
|
||||||
|
for i = 1, table.getn(candidates) do
|
||||||
|
local name = candidates[i]
|
||||||
|
if known[name] then
|
||||||
|
n = n + 1
|
||||||
|
result[n] = name
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return result
|
||||||
|
end
|
||||||
|
|
||||||
|
-- TotemBar.scanSpellbook() and TotemBar.highestKnownRank() used to be
|
||||||
|
-- defined here as thin WoW-API wrappers, each doing its own fresh linear
|
||||||
|
-- GetSpellName() scan. They're now cache-backed views provided by
|
||||||
|
-- core/spellindex.lua (loaded earlier in the TOC) instead, so a totem
|
||||||
|
-- drop no longer re-walks the spellbook once per caller. Same names,
|
||||||
|
-- same signatures, same return values -- callers here are unchanged.
|
||||||
@@ -0,0 +1,277 @@
|
|||||||
|
-- TotemBar - core/manacost.lua
|
||||||
|
-- Mana-cost reading + refund/duration helpers. The PURE functions here are
|
||||||
|
-- offline-tested; the WoW-API pieces (hidden-tooltip scan, talent scan, refund
|
||||||
|
-- learner) are appended in a later task and are guarded so this file loads
|
||||||
|
-- fine under plain Lua for the tests.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- Pure: mana cost from a tooltip line like "155 Mana" -> 155, else nil.
|
||||||
|
function TotemBar.parseManaCost(text)
|
||||||
|
if not text then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
-- Anchor to the "Mana" keyword so a numeric line like "30 sec cooldown"
|
||||||
|
-- can't be mistaken for the cost (don't rely on tooltip line ordering).
|
||||||
|
local _, _, n = string.find(text, "^(%d+) [Mm]ana")
|
||||||
|
if n then
|
||||||
|
return tonumber(n)
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: sum costFn(chosen[element]) over the elements that have a chosen totem.
|
||||||
|
function TotemBar.sumChosenCost(chosen, elements, costFn)
|
||||||
|
local total = 0
|
||||||
|
if not chosen then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local name = chosen[elements[i]]
|
||||||
|
if name then
|
||||||
|
local c = costFn(name)
|
||||||
|
if c then
|
||||||
|
total = total + c
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return total
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: sum cost of active totems that are still out (remaining > 0).
|
||||||
|
function TotemBar.sumActiveCost(activeTotems, elements, now, costFn, remainingFn)
|
||||||
|
local total = 0
|
||||||
|
if not activeTotems then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
for i = 1, table.getn(elements) do
|
||||||
|
local rec = activeTotems[elements[i]]
|
||||||
|
if rec then
|
||||||
|
local rem = remainingFn(rec.start, rec.duration, now)
|
||||||
|
if rem and rem > 0 then
|
||||||
|
local c = costFn(rec.totemName)
|
||||||
|
if c then
|
||||||
|
total = total + c
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return total
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: floored refund.
|
||||||
|
function TotemBar.refundAmount(pct, activeCost)
|
||||||
|
if not pct or not activeCost then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
return math.floor(pct * activeCost)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: learn refund pct from an observed mana gain; nil if out of sane range.
|
||||||
|
function TotemBar.learnRefundPct(manaGained, activeCost)
|
||||||
|
if not manaGained or not activeCost or activeCost <= 0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local pct = manaGained / activeCost
|
||||||
|
if pct < 0.05 or pct > 1.0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return pct
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: helpful totems get Totemic Mastery's +20% duration.
|
||||||
|
function TotemBar.durationWithMastery(baseDuration, isHelpful, hasMastery)
|
||||||
|
if hasMastery and isHelpful then
|
||||||
|
return baseDuration * 1.2
|
||||||
|
end
|
||||||
|
return baseDuration
|
||||||
|
end
|
||||||
|
|
||||||
|
-- The pure fire-DAMAGE totems do NOT get the +20% helpful-totem duration.
|
||||||
|
-- Everything else is treated as helpful. VERIFY in-game and adjust.
|
||||||
|
TotemBar.NON_HELPFUL_TOTEMS = {
|
||||||
|
["Searing Totem"] = true,
|
||||||
|
["Magma Totem"] = true,
|
||||||
|
["Fire Nova Totem"] = true,
|
||||||
|
}
|
||||||
|
|
||||||
|
function TotemBar.isHelpfulTotem(name)
|
||||||
|
if not name then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
if TotemBar.NON_HELPFUL_TOTEMS[name] then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ===== WoW-API layer (not offline-executed) =====
|
||||||
|
|
||||||
|
-- TotemBar.findHighestRankSlot(name) used to be defined here as its own
|
||||||
|
-- fresh linear GetSpellName() scan per call. It's now a cache-backed
|
||||||
|
-- accessor provided by core/spellindex.lua (loaded earlier in the TOC) --
|
||||||
|
-- same name, same signature, same resolved slot (the HIGHEST known rank,
|
||||||
|
-- which is the one CastSpellByName actually casts; a first-match scan
|
||||||
|
-- would return rank 1 -> cost far too low, the bug behind "the mana
|
||||||
|
-- values are wrong"). Shared: ui.lua's tooltips resolve through this too -
|
||||||
|
-- SetSpell with a first-name-match slot shows the RANK 1 tooltip (wrong
|
||||||
|
-- mana/duration).
|
||||||
|
|
||||||
|
local scanTip = nil
|
||||||
|
local manaCache = {} -- name -> cost (only positive results cached)
|
||||||
|
|
||||||
|
-- Reads a totem's mana cost via a hidden tooltip scan (no GetSpellManaCost on
|
||||||
|
-- 1.12). Reflects cost talents (Tidal Focus, Restorative Totems) automatically.
|
||||||
|
-- Cached by name; cache cleared on SPELLS_CHANGED (talent/rank changes).
|
||||||
|
function TotemBar.getTotemManaCost(name)
|
||||||
|
if not name then return nil end
|
||||||
|
if manaCache[name] then return manaCache[name] end
|
||||||
|
local idx = TotemBar.findHighestRankSlot(name)
|
||||||
|
if not idx then return nil end
|
||||||
|
if not scanTip then
|
||||||
|
scanTip = CreateFrame("GameTooltip", "TotemBarScanTooltip", nil, "GameTooltipTemplate")
|
||||||
|
end
|
||||||
|
scanTip:SetOwner(WorldFrame, "ANCHOR_NONE")
|
||||||
|
scanTip:ClearLines()
|
||||||
|
scanTip:SetSpell(idx, BOOKTYPE_SPELL)
|
||||||
|
local cost = nil
|
||||||
|
local lines = scanTip:NumLines() or 0
|
||||||
|
for i = 1, lines do
|
||||||
|
local fs = getglobal("TotemBarScanTooltipTextLeft" .. i)
|
||||||
|
local text = fs and fs:GetText()
|
||||||
|
local c = TotemBar.parseManaCost(text)
|
||||||
|
if c then
|
||||||
|
cost = c
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if cost then manaCache[name] = cost end
|
||||||
|
return cost
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Dev aid (/tb manadump): dump the RAW mana-cost scan for the chosen totems +
|
||||||
|
-- Totemic Recall to <WoW>\imports\totembar_manadump.txt, so the resolved
|
||||||
|
-- slot/rank, every tooltip line, and the parsed cost can be verified
|
||||||
|
-- off-client (ground truth for the mana-cost feature). Chat fallback if no
|
||||||
|
-- SuperWoW ExportFile.
|
||||||
|
function TotemBar.dumpManaScan()
|
||||||
|
local els = TotemBar.TOTEM_ELEMENTS
|
||||||
|
local chosen = (TotemBarDB and TotemBarDB.chosen) or {}
|
||||||
|
local list = {}
|
||||||
|
for i = 1, table.getn(els) do
|
||||||
|
local nm = chosen[els[i]]
|
||||||
|
if nm then list[table.getn(list) + 1] = nm end
|
||||||
|
end
|
||||||
|
list[table.getn(list) + 1] = "Totemic Recall"
|
||||||
|
if not scanTip then
|
||||||
|
scanTip = CreateFrame("GameTooltip", "TotemBarScanTooltip", nil, "GameTooltipTemplate")
|
||||||
|
end
|
||||||
|
local out = "TotemBar mana scan dump\n"
|
||||||
|
local total = 0
|
||||||
|
for i = 1, table.getn(list) do
|
||||||
|
local nm = list[i]
|
||||||
|
local idx = TotemBar.findHighestRankSlot(nm)
|
||||||
|
out = out .. "\n[" .. nm .. "] slot=" .. tostring(idx)
|
||||||
|
if idx then
|
||||||
|
local rn, rr = GetSpellName(idx, BOOKTYPE_SPELL)
|
||||||
|
out = out .. " resolved='" .. tostring(rn) .. "' rank='" .. tostring(rr) .. "'\n"
|
||||||
|
scanTip:SetOwner(WorldFrame, "ANCHOR_NONE")
|
||||||
|
scanTip:ClearLines()
|
||||||
|
scanTip:SetSpell(idx, BOOKTYPE_SPELL)
|
||||||
|
local lines = scanTip:NumLines() or 0
|
||||||
|
local cost = nil
|
||||||
|
for L = 1, lines do
|
||||||
|
local fs = getglobal("TotemBarScanTooltipTextLeft" .. L)
|
||||||
|
local text = fs and fs:GetText()
|
||||||
|
out = out .. " L" .. L .. ": " .. tostring(text) .. "\n"
|
||||||
|
if not cost then
|
||||||
|
local c = TotemBar.parseManaCost(text)
|
||||||
|
if c then cost = c end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
out = out .. " parsedCost=" .. tostring(cost) .. "\n"
|
||||||
|
if cost and nm ~= "Totemic Recall" then total = total + cost end
|
||||||
|
else
|
||||||
|
out = out .. " (not found in spellbook)\n"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
out = out .. "\nsumChosenCost(live)=" .. tostring(
|
||||||
|
TotemBar.sumChosenCost(chosen, els, TotemBar.getTotemManaCost)) .. "\n"
|
||||||
|
out = out .. "dumpTotal(chosen)=" .. total .. "\n"
|
||||||
|
if ExportFile then
|
||||||
|
ExportFile("totembar_manadump", out)
|
||||||
|
end
|
||||||
|
if DEFAULT_CHAT_FRAME then
|
||||||
|
DEFAULT_CHAT_FRAME:AddMessage(
|
||||||
|
"TotemBar: mana dump written (imports\\totembar_manadump.txt). chosen sum=" .. total)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Totemic Mastery (TWoW: +20% helpful-totem duration): cached scan of the
|
||||||
|
-- talent trees by name.
|
||||||
|
local masteryCached = false
|
||||||
|
local function scanMastery()
|
||||||
|
masteryCached = false
|
||||||
|
local tabs = (GetNumTalentTabs and GetNumTalentTabs()) or 0
|
||||||
|
for tab = 1, tabs do
|
||||||
|
local num = GetNumTalents(tab)
|
||||||
|
for i = 1, num do
|
||||||
|
local tname, _, _, _, rank = GetTalentInfo(tab, i)
|
||||||
|
if tname == "Totemic Mastery" and rank and rank > 0 then
|
||||||
|
masteryCached = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function TotemBar.hasTotemicMastery()
|
||||||
|
return masteryCached
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Recall-refund auto-learn. Snapshot the summed cost of the totems currently
|
||||||
|
-- out just before a DELIBERATE Totemic Recall; when the mana-gain message
|
||||||
|
-- arrives shortly after, learn the real refund %.
|
||||||
|
TotemBar.recallPendingCost = 0
|
||||||
|
local recallExpectUntil = 0
|
||||||
|
|
||||||
|
function TotemBar.snapshotRecallCost()
|
||||||
|
TotemBar.recallPendingCost = TotemBar.sumActiveCost(
|
||||||
|
TotemBar.activeTotems, TotemBar.TOTEM_ELEMENTS, GetTime(),
|
||||||
|
TotemBar.getTotemManaCost, TotemBar.remaining)
|
||||||
|
recallExpectUntil = GetTime() + 2
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Events: refresh mastery, clear the cost cache on spell changes, and learn
|
||||||
|
-- the refund % from the recall mana-gain message.
|
||||||
|
-- Guarded: CreateFrame is nil under plain offline Lua, so this whole block is
|
||||||
|
-- skipped there (loadfile/dofile must not error for the test suite).
|
||||||
|
if CreateFrame then
|
||||||
|
local mcEvents = CreateFrame("Frame", "TotemBarManaCostEventFrame", UIParent)
|
||||||
|
mcEvents:RegisterEvent("PLAYER_ENTERING_WORLD")
|
||||||
|
mcEvents:RegisterEvent("CHARACTER_POINTS_CHANGED")
|
||||||
|
mcEvents:RegisterEvent("SPELLS_CHANGED")
|
||||||
|
mcEvents:RegisterEvent("CHAT_MSG_SPELL_SELF_BUFF")
|
||||||
|
mcEvents:SetScript("OnEvent", function()
|
||||||
|
if event == "PLAYER_ENTERING_WORLD" or event == "CHARACTER_POINTS_CHANGED" then
|
||||||
|
scanMastery()
|
||||||
|
elseif event == "SPELLS_CHANGED" then
|
||||||
|
manaCache = {}
|
||||||
|
scanMastery()
|
||||||
|
elseif event == "CHAT_MSG_SPELL_SELF_BUFF" then
|
||||||
|
if GetTime() > recallExpectUntil then return end
|
||||||
|
local msg = arg1
|
||||||
|
if not msg then return end
|
||||||
|
-- Learn only from a Totemic Recall mana-gain within the window.
|
||||||
|
-- NOTE: exact message text is locale/format dependent - VERIFY in-game
|
||||||
|
-- (adjust the "Totemic Recall" + number pattern if needed).
|
||||||
|
if string.find(msg, "Totemic Recall") then
|
||||||
|
local _, _, num = string.find(msg, "(%d+)")
|
||||||
|
local gained = tonumber(num)
|
||||||
|
local pct = TotemBar.learnRefundPct(gained, TotemBar.recallPendingCost)
|
||||||
|
if pct and TotemBarDB then
|
||||||
|
TotemBarDB.recallRefundPct = pct
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
@@ -0,0 +1,73 @@
|
|||||||
|
-- TotemBar - core/optionslogic.lua
|
||||||
|
-- PURE helpers for the options panel + minimap button (no WoW API), so the
|
||||||
|
-- fiddly bits (orbit math, slider clamping, the macro contract) are
|
||||||
|
-- offline-testable under real Lua 5.0. The UI (minimap.lua / options.lua)
|
||||||
|
-- calls these.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- Orbit offset (x, y) for a minimap button at angleDeg on a circle of the
|
||||||
|
-- given radius. 0deg -> (radius,0); 90 -> (0,radius); 180 -> (-radius,0).
|
||||||
|
function TotemBar.angleToOffset(angleDeg, radius)
|
||||||
|
local rad = math.rad(angleDeg)
|
||||||
|
return math.cos(rad) * radius, math.sin(rad) * radius
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Clamp v into [minVal, maxVal].
|
||||||
|
function TotemBar.clampValue(v, minVal, maxVal)
|
||||||
|
if v < minVal then
|
||||||
|
return minVal
|
||||||
|
end
|
||||||
|
if v > maxVal then
|
||||||
|
return maxVal
|
||||||
|
end
|
||||||
|
return v
|
||||||
|
end
|
||||||
|
|
||||||
|
-- The fixed spec for the "Totems" convenience macro: name, body, and a BARE
|
||||||
|
-- icon file name (no Interface\Icons\ prefix, no extension - TurtleWoW's
|
||||||
|
-- CreateMacro/EditMacro prepend the path themselves).
|
||||||
|
function TotemBar.macroSpec()
|
||||||
|
return "Totems", "/script TotemBar.recallAndCastAll()", "Spell_Nature_TremorTotem"
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Bar-layout grid data + math (feature: selectable 1x6 / 2x3 / 3x2 bar
|
||||||
|
-- arrangement, see ui.lua's ApplyBarLayout). Pure so the button positions
|
||||||
|
-- and pixel-size math can be pinned offline instead of eyeballed in-game.
|
||||||
|
|
||||||
|
-- Explicit per-layout button positions {col, row} (0-based), button order:
|
||||||
|
-- Fire, Earth, Water, Air, Recall, DropSet. "2x3" groups the four element
|
||||||
|
-- totems as a 2x2 block in the first two columns (user request); "3x2"
|
||||||
|
-- groups them as the top 2x2 block with the utility row below.
|
||||||
|
-- DropSet is deliberately the LAST slot in every layout: when it is hidden
|
||||||
|
-- (TotemBarDB.showDropSetButton = false) the remaining five buttons keep
|
||||||
|
-- their exact slots - the element 2x2 block and Recall never move, and no
|
||||||
|
-- second positions table is needed. The multi-row layouts then leave the
|
||||||
|
-- trailing grid cell empty, which is invisible (transparent backdrop) and
|
||||||
|
-- still usable as drag surface.
|
||||||
|
TotemBar.BAR_LAYOUT_POSITIONS = {
|
||||||
|
["1x6"] = { {0,0},{1,0},{2,0},{3,0},{4,0},{5,0} },
|
||||||
|
["2x3"] = { {0,0},{1,0},{0,1},{1,1},{2,0},{2,1} },
|
||||||
|
["3x2"] = { {0,0},{1,0},{0,1},{1,1},{0,2},{1,2} },
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Pixel dimensions of the bar frame for a grid of `count` buttons arranged
|
||||||
|
-- in at most `cols` columns of `size`x`size` buttons with `gap` spacing.
|
||||||
|
-- `rowPitchExtra` widens the vertical pitch between rows (multi-row layouts:
|
||||||
|
-- room for the timer text hanging below each row plus the next row's ring
|
||||||
|
-- overhang - see ui.lua's BUTTON_GAP comment); pass 0 for a single row.
|
||||||
|
-- height = top gap + rows*size + (rows-1)*(gap+extra) + bottom gap.
|
||||||
|
-- `cols` is capped at `count` because a grid can never be wider than it has
|
||||||
|
-- buttons: with the DropSet button hidden, "1x6" is a row of FIVE and the
|
||||||
|
-- frame must shrink with it instead of trailing dead space. The multi-row
|
||||||
|
-- layouts still need all of their columns at five buttons, so their size is
|
||||||
|
-- unchanged (they just leave the last grid cell empty).
|
||||||
|
function TotemBar.barDimensions(count, cols, size, gap, rowPitchExtra)
|
||||||
|
if cols > count then
|
||||||
|
cols = count
|
||||||
|
end
|
||||||
|
local rows = math.ceil(count / cols)
|
||||||
|
local width = cols * (size + gap) + gap
|
||||||
|
local height = gap + rows * size + (rows - 1) * (gap + rowPitchExtra) + gap
|
||||||
|
return width, height, rows
|
||||||
|
end
|
||||||
@@ -0,0 +1,171 @@
|
|||||||
|
-- TotemBar - core/pulse.lua
|
||||||
|
-- PURE pulse/ring math for the Pulse UI (no WoW API; offline-tested via
|
||||||
|
-- tools/luatests/test_pulse.lua). ui.lua calls these from its throttled
|
||||||
|
-- timer tick - keep everything allocation-free except buildRingTexCoords
|
||||||
|
-- (called once at load).
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- 0..1 phase toward the next pulse. Phase origin is anchorAt (the last
|
||||||
|
-- OBSERVED pulse, stamped by ui.lua's combat-message handler) when set,
|
||||||
|
-- else placedAt (dead reckoning). Lua 5.0: math.mod, not the % operator.
|
||||||
|
function TotemBar.pulseRatio(placedAt, anchorAt, interval, now)
|
||||||
|
if not interval or interval <= 0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local origin = anchorAt or placedAt
|
||||||
|
if not origin or not now then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local elapsed = now - origin
|
||||||
|
if elapsed < 0 then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
return math.mod(elapsed, interval) / interval
|
||||||
|
end
|
||||||
|
|
||||||
|
-- 0..1 single fill from placement to detonation (Fire Nova). Clamped at
|
||||||
|
-- both ends; callers treat >=1 as "detonated" and hide the bar.
|
||||||
|
function TotemBar.oneshotRatio(placedAt, delay, now)
|
||||||
|
if not placedAt or not delay or delay <= 0 or not now then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local r = (now - placedAt) / delay
|
||||||
|
if r < 0 then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
if r > 1 then
|
||||||
|
return 1
|
||||||
|
end
|
||||||
|
return r
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Blueprint state D ("pulse imminent"): glow from 85% fill on.
|
||||||
|
TotemBar.PULSE_IMMINENT_THRESHOLD = 0.85
|
||||||
|
function TotemBar.pulseImminent(ratio)
|
||||||
|
if ratio and ratio >= TotemBar.PULSE_IMMINENT_THRESHOLD then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Flipbook frame index for the duration ring: 0 = empty ... frameCount-1 =
|
||||||
|
-- full, rounded to nearest so the ring reads full right after placement.
|
||||||
|
-- Generic over frameCount; callers pass the arc's actual frame count (Rev 2:
|
||||||
|
-- 62, cells 0..61 of the ring_round.tga flipbook).
|
||||||
|
function TotemBar.ringFrameIndex(remaining, duration, frameCount)
|
||||||
|
if not remaining or not duration or duration <= 0 or not frameCount then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
local ratio = remaining / duration
|
||||||
|
if ratio < 0 then
|
||||||
|
ratio = 0
|
||||||
|
end
|
||||||
|
if ratio > 1 then
|
||||||
|
ratio = 1
|
||||||
|
end
|
||||||
|
return math.floor(ratio * (frameCount - 1) + 0.5)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Precomputed SetTexCoord rectangles for a square cols x cols grid texture,
|
||||||
|
-- row-major, 1-based array indexed by frame+1. Built ONCE at load; the
|
||||||
|
-- per-tick path just indexes it (zero allocation, zero math).
|
||||||
|
function TotemBar.buildRingTexCoords(frames, cols)
|
||||||
|
local coords = {}
|
||||||
|
local cell = 1 / cols
|
||||||
|
for i = 0, frames - 1 do
|
||||||
|
local col = math.mod(i, cols)
|
||||||
|
local row = math.floor(i / cols)
|
||||||
|
coords[i + 1] = {
|
||||||
|
l = col * cell,
|
||||||
|
r = (col + 1) * cell,
|
||||||
|
t = row * cell,
|
||||||
|
b = (row + 1) * cell,
|
||||||
|
}
|
||||||
|
end
|
||||||
|
return coords
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Duration counterpart of core/cast.lua's resolveRemaining, SAME precedence:
|
||||||
|
-- GTI (pfUI libtotem) is authoritative while it reports the slot active;
|
||||||
|
-- otherwise fall back to own tracking. Returns the TOTAL duration whose
|
||||||
|
-- remaining time resolveRemaining would have returned, or nil.
|
||||||
|
function TotemBar.resolveDuration(gtiActive, gtiRemaining, gtiDuration, ownRemaining, ownDuration)
|
||||||
|
-- FIX 2026-07-15: mirror resolveRemaining -- trust GTI only while it reports the
|
||||||
|
-- slot active WITH positive time left; otherwise fall back to own tracking (a
|
||||||
|
-- stale-active GTI slot must not block the timer, same Fire/Earth bug).
|
||||||
|
if gtiActive and gtiRemaining and gtiRemaining > 0 then
|
||||||
|
return gtiDuration
|
||||||
|
end
|
||||||
|
if ownRemaining and ownRemaining > 0 then
|
||||||
|
return ownDuration
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Ripple wave phase: seconds since the last pulse mapped to 0..1 over the
|
||||||
|
-- wave's lifetime, or nil when no wave is showing. For tick totems the wave
|
||||||
|
-- starts AT each pulse (phase wraps via pulseRatio); waveDur is clamped to
|
||||||
|
-- half the interval so the wave always dies before the next one spawns.
|
||||||
|
function TotemBar.waveFrac(ratio, interval, waveDur)
|
||||||
|
if not ratio or not interval or interval <= 0 or not waveDur or waveDur <= 0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local dur = waveDur
|
||||||
|
if dur > interval * 0.5 then
|
||||||
|
dur = interval * 0.5
|
||||||
|
end
|
||||||
|
local age = ratio * interval
|
||||||
|
if age > dur then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return age / dur
|
||||||
|
end
|
||||||
|
|
||||||
|
-- One-shot (Fire Nova): wave for waveDur seconds AFTER detonation.
|
||||||
|
function TotemBar.oneshotWaveFrac(placedAt, delay, now, waveDur)
|
||||||
|
if not placedAt or not delay or not now or not waveDur or waveDur <= 0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local age = (now - placedAt) - delay
|
||||||
|
if age < 0 or age > waveDur then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return age / waveDur
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Anticipation glow: eased 0..1 ramp over the last (1 - rampStart) fraction
|
||||||
|
-- of the pulse phase; nil below rampStart (no glow) or on bad inputs.
|
||||||
|
function TotemBar.glowRamp(ratio, rampStart)
|
||||||
|
if not ratio or not rampStart or rampStart >= 1 or ratio < rampStart then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local t = (ratio - rampStart) / (1 - rampStart)
|
||||||
|
if t > 1 then
|
||||||
|
t = 1
|
||||||
|
end
|
||||||
|
return t * t
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Traffic-light color for a remaining-time fraction (1 = full, 0 = empty):
|
||||||
|
-- green above 0.5, blending green->yellow->orange->red as time runs out.
|
||||||
|
-- Returns r, g, b as three numbers (no table - called per tick).
|
||||||
|
function TotemBar.timeColor(frac)
|
||||||
|
if not frac then
|
||||||
|
return 1, 1, 1
|
||||||
|
end
|
||||||
|
if frac < 0 then frac = 0 end
|
||||||
|
if frac > 1 then frac = 1 end
|
||||||
|
if frac >= 0.5 then
|
||||||
|
-- green (0.25,0.8,0.25) -> yellow (0.95,0.85,0.2) over 1.0..0.5
|
||||||
|
local t = (1 - frac) * 2
|
||||||
|
return 0.25 + 0.70 * t, 0.80 + 0.05 * t, 0.25 - 0.05 * t
|
||||||
|
elseif frac >= 0.25 then
|
||||||
|
-- yellow -> orange (1.0,0.55,0.1) over 0.5..0.25
|
||||||
|
local t = (0.5 - frac) * 4
|
||||||
|
return 0.95 + 0.05 * t, 0.85 - 0.30 * t, 0.20 - 0.10 * t
|
||||||
|
end
|
||||||
|
-- orange -> red (0.90,0.15,0.10) over 0.25..0
|
||||||
|
local t = (0.25 - frac) * 4
|
||||||
|
return 1.00 - 0.10 * t, 0.55 - 0.40 * t, 0.10
|
||||||
|
end
|
||||||
@@ -0,0 +1,155 @@
|
|||||||
|
-- TotemBar - core/pulsecal.lua
|
||||||
|
-- Dev-only pulse-calibration telemetry (/tb pulsecal): captures raw
|
||||||
|
-- totem-related combat lines + our own placements into a fixed ring buffer
|
||||||
|
-- and exports them via SuperWoW ExportFile, so the dev environment can
|
||||||
|
-- measure REAL TurtleWoW pulse intervals offline and bake them back into
|
||||||
|
-- core/pulsedata.lua (verified=true).
|
||||||
|
-- Pure buffer/serializer on top (offline-tested); WoW-gated capture below.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
TotemBar.PULSECAL_CAP = 2000
|
||||||
|
|
||||||
|
-- Pure: push one record into the ring buffer. state = { n = total pushed,
|
||||||
|
-- idx = next write slot 1..cap }. Record tables are REUSED on wrap (no
|
||||||
|
-- allocation growth while capturing).
|
||||||
|
function TotemBar.pulsecalPush(buf, cap, state, t, ev, msg)
|
||||||
|
local slot = state.idx
|
||||||
|
local rec = buf[slot]
|
||||||
|
if not rec then
|
||||||
|
rec = {}
|
||||||
|
buf[slot] = rec
|
||||||
|
end
|
||||||
|
rec.t = t
|
||||||
|
rec.e = ev
|
||||||
|
rec.m = msg
|
||||||
|
state.n = state.n + 1
|
||||||
|
state.idx = slot + 1
|
||||||
|
if state.idx > cap then
|
||||||
|
state.idx = 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pure: serialize surviving records in chronological order, one
|
||||||
|
-- "t;event;msg" line each (t with millisecond precision). Allocates - dump
|
||||||
|
-- time only, never per capture.
|
||||||
|
function TotemBar.pulsecalFormat(buf, cap, state)
|
||||||
|
local count = state.n
|
||||||
|
if count > cap then
|
||||||
|
count = cap
|
||||||
|
end
|
||||||
|
if count == 0 then
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
local start = state.idx - count
|
||||||
|
if start < 1 then
|
||||||
|
start = start + cap
|
||||||
|
end
|
||||||
|
local lines = {}
|
||||||
|
for i = 0, count - 1 do
|
||||||
|
local slot = start + i
|
||||||
|
if slot > cap then
|
||||||
|
slot = slot - cap
|
||||||
|
end
|
||||||
|
local rec = buf[slot]
|
||||||
|
lines[i + 1] = string.format("%.3f;%s;%s", rec.t, rec.e, rec.m)
|
||||||
|
end
|
||||||
|
return table.concat(lines, "\n")
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ---------------------------------------------------------------------------
|
||||||
|
-- WoW-gated capture (skipped entirely by the offline test runner).
|
||||||
|
if CreateFrame then
|
||||||
|
local ChatOut = DEFAULT_CHAT_FRAME or ChatFrame1
|
||||||
|
|
||||||
|
local capturing = false
|
||||||
|
local buf = {}
|
||||||
|
local state = { n = 0, idx = 1 }
|
||||||
|
|
||||||
|
-- Everything that could plausibly carry a totem pulse on 1.12 (no
|
||||||
|
-- COMBAT_LOG_EVENT_UNFILTERED here - all localized text in arg1).
|
||||||
|
local CAPTURE_EVENTS = {
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS",
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS",
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_PARTY_BUFFS",
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE",
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE",
|
||||||
|
"CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE",
|
||||||
|
"CHAT_MSG_SPELL_SELF_DAMAGE",
|
||||||
|
"CHAT_MSG_SPELL_CREATURE_VS_CREATURE_DAMAGE",
|
||||||
|
"CHAT_MSG_COMBAT_CREATURE_VS_CREATURE_HITS",
|
||||||
|
"CHAT_MSG_SPELL_AURA_GONE_SELF",
|
||||||
|
"CHAT_MSG_SPELL_AURA_GONE_PARTY",
|
||||||
|
}
|
||||||
|
|
||||||
|
local calFrame = CreateFrame("Frame", "TotemBarPulseCalFrame", UIParent)
|
||||||
|
calFrame:SetScript("OnEvent", function()
|
||||||
|
if not capturing then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if event == "UNIT_CASTEVENT" then
|
||||||
|
-- SuperWoW: casterGUID, targetGUID, type, spellId, castTime.
|
||||||
|
-- Only record casts whose spell name mentions Totem (SpellInfo
|
||||||
|
-- is a SuperWoW API; guarded because the event only exists there
|
||||||
|
-- anyway).
|
||||||
|
local sname = SpellInfo and SpellInfo(arg4)
|
||||||
|
if sname and string.find(sname, "Totem", 1, true) then
|
||||||
|
TotemBar.pulsecalPush(buf, TotemBar.PULSECAL_CAP, state, GetTime(), event,
|
||||||
|
tostring(arg1) .. ";" .. tostring(arg3) .. ";" .. tostring(sname))
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
-- Plain substring guard keeps the hot path cheap; "Totem"-less buff
|
||||||
|
-- names (Mana Spring / Healing Stream gain lines) are the exception,
|
||||||
|
-- so include the "You gain" prefix too.
|
||||||
|
local msg = arg1
|
||||||
|
if msg and (string.find(msg, "Totem", 1, true) or string.find(msg, "You gain", 1, true)) then
|
||||||
|
TotemBar.pulsecalPush(buf, TotemBar.PULSECAL_CAP, state, GetTime(), event, msg)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Record our own placements as reference marks (t0 for interval math).
|
||||||
|
-- Wrapping recordCast is safe here: core/pulsecal.lua loads AFTER
|
||||||
|
-- core/cast.lua (see .toc) and ui.lua resolves TotemBar.recordCast at
|
||||||
|
-- call time.
|
||||||
|
local origRecordCast = TotemBar.recordCast
|
||||||
|
TotemBar.recordCast = function(element, totemName)
|
||||||
|
origRecordCast(element, totemName)
|
||||||
|
if capturing then
|
||||||
|
TotemBar.pulsecalPush(buf, TotemBar.PULSECAL_CAP, state, GetTime(),
|
||||||
|
"TB_PLACED", tostring(element) .. ";" .. tostring(totemName))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function TotemBar.PulseCal(sub)
|
||||||
|
if sub == "start" then
|
||||||
|
if not capturing then
|
||||||
|
capturing = true
|
||||||
|
for i = 1, table.getn(CAPTURE_EVENTS) do
|
||||||
|
calFrame:RegisterEvent(CAPTURE_EVENTS[i])
|
||||||
|
end
|
||||||
|
-- SuperWoW-only event; pcall-guarded in case a client build
|
||||||
|
-- rejects unknown event names.
|
||||||
|
pcall(function() calFrame:RegisterEvent("UNIT_CASTEVENT") end)
|
||||||
|
end
|
||||||
|
ChatOut:AddMessage("TotemBar: pulsecal capture STARTED (drop totems, then /tb pulsecal dump).")
|
||||||
|
elseif sub == "stop" then
|
||||||
|
capturing = false
|
||||||
|
calFrame:UnregisterAllEvents()
|
||||||
|
ChatOut:AddMessage("TotemBar: pulsecal capture stopped (" .. state.n .. " records kept).")
|
||||||
|
elseif sub == "dump" then
|
||||||
|
if not ExportFile then
|
||||||
|
ChatOut:AddMessage("TotemBar: pulsecal dump needs SuperWoW (ExportFile missing).")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
-- Filename WITHOUT extension - the client appends .txt itself.
|
||||||
|
ExportFile("totembar_pulsecal", TotemBar.pulsecalFormat(buf, TotemBar.PULSECAL_CAP, state))
|
||||||
|
ChatOut:AddMessage("TotemBar: pulsecal dump written (imports\\totembar_pulsecal.txt, "
|
||||||
|
.. state.n .. " records).")
|
||||||
|
else
|
||||||
|
local on = capturing and "ON" or "OFF"
|
||||||
|
ChatOut:AddMessage("TotemBar: pulsecal " .. on .. ", " .. state.n
|
||||||
|
.. " records. Usage: /tb pulsecal start|stop|dump")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1,61 @@
|
|||||||
|
-- TotemBar - core/pulsedata.lua
|
||||||
|
-- Pulse metadata per totem name (PURE data, no WoW API). Drives the pulse
|
||||||
|
-- progress bar in ui.lua. Totems absent from PULSE_DATA get NO pulse bar
|
||||||
|
-- (better no info than invented info) - notably Searing Totem (irregular
|
||||||
|
-- attack cadence, not a fixed pulse), Grounding (event-consumed) and every
|
||||||
|
-- aura totem (continuous aura, no verified pulse mechanic).
|
||||||
|
--
|
||||||
|
-- Values are server-dump-derived (TWoW server dump, snapshot 2024-07,
|
||||||
|
-- patch_1172 branch; tw_world.sql + SpellAuras.cpp:8647-8714), not book
|
||||||
|
-- values - source="server" records that provenance. verified=false stays
|
||||||
|
-- reserved for IN-GAME confirmation: /tb pulsecal (core/pulsecal.lua)
|
||||||
|
-- captures the real timings; once measured in-game, update the value AND
|
||||||
|
-- flip verified=true. Spec:
|
||||||
|
-- docs/superpowers/specs/2026-07-09-pulse-ui-design.md section 3.
|
||||||
|
--
|
||||||
|
-- firstTick: "immediate" means the aura's periodic tick fires at t=0 (the
|
||||||
|
-- totem is on SpellAuras.cpp's CalculatePeriodic exception list);
|
||||||
|
-- "delayed" means the first tick lands only after one full amplitude has
|
||||||
|
-- elapsed. NOTE: the pulseRatio math is identical either way - the bar
|
||||||
|
-- reaches 1.0 at every tick instant, including the t=0 wrap for
|
||||||
|
-- "immediate" totems - so firstTick is currently documentative only (no
|
||||||
|
-- consumer branches on it yet). Kept for future use, e.g. a distinct
|
||||||
|
-- wave/flash at t=0 for "immediate" totems.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- ptype "tick" -> repeating pulse every `interval` seconds
|
||||||
|
-- ptype "oneshot" -> single detonation `delay` seconds after placement
|
||||||
|
-- anchor "selfgain" -> phase re-anchors on observed periodic self-gain
|
||||||
|
-- combat messages (see core/pulseparse.lua + ui.lua)
|
||||||
|
TotemBar.PULSE_DATA = {
|
||||||
|
["Magma Totem"] = { ptype = "tick", interval = 2.0, firstTick = "delayed", source = "server", verified = false },
|
||||||
|
-- 4.0s confirmed by server dump - corrects the earlier 3.0s book value.
|
||||||
|
["Tremor Totem"] = { ptype = "tick", interval = 4.0, firstTick = "immediate", source = "server", verified = false },
|
||||||
|
["Earthbind Totem"] = { ptype = "tick", interval = 3.0, firstTick = "immediate", source = "server", verified = false },
|
||||||
|
["Poison Cleansing Totem"] = { ptype = "tick", interval = 5.0, firstTick = "immediate", source = "server", verified = false },
|
||||||
|
["Disease Cleansing Totem"] = { ptype = "tick", interval = 5.0, firstTick = "immediate", source = "server", verified = false },
|
||||||
|
["Healing Stream Totem"] = { ptype = "tick", interval = 2.0, anchor = "selfgain", firstTick = "delayed", source = "server", verified = false },
|
||||||
|
["Mana Spring Totem"] = { ptype = "tick", interval = 2.0, anchor = "selfgain", firstTick = "delayed", source = "server", verified = false },
|
||||||
|
-- server models it as a periodic 4s trigger like Magma, but with the 5s
|
||||||
|
-- totem duration exactly one nova lands at t=4s, so the oneshot model
|
||||||
|
-- is behaviorally equivalent.
|
||||||
|
["Fire Nova Totem"] = { ptype = "oneshot", delay = 4.0, firstTick = "delayed", source = "server", verified = false },
|
||||||
|
-- threat pulse every 2s.
|
||||||
|
["Stoneclaw Totem"] = { ptype = "tick", interval = 2.0, firstTick = "immediate", source = "server", verified = false },
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Periodic gain lines name the BUFF ("You gain 10 Mana from Mana Spring."),
|
||||||
|
-- not the totem spell - map those source names back to the totem. Exact
|
||||||
|
-- wording gets pinned by pulsecal telemetry; extend as measured.
|
||||||
|
TotemBar.PULSE_SOURCE_ALIASES = {
|
||||||
|
["Mana Spring"] = "Mana Spring Totem",
|
||||||
|
["Healing Stream"] = "Healing Stream Totem",
|
||||||
|
}
|
||||||
|
|
||||||
|
function TotemBar.pulseInfo(totemName)
|
||||||
|
if not totemName then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return TotemBar.PULSE_DATA[totemName]
|
||||||
|
end
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
-- TotemBar - core/pulseparse.lua
|
||||||
|
-- PURE parser: periodic combat-log line -> totem name (or nil). Used by
|
||||||
|
-- ui.lua's CHAT_MSG_SPELL_PERIODIC_* handler to re-anchor pulse phase on
|
||||||
|
-- REAL observed ticks. Lua 5.0: string.find with captures only (no
|
||||||
|
-- string.match / no method-call syntax). Offline-tested via
|
||||||
|
-- tools/luatests/test_pulseparse.lua; exact accepted wordings get refined
|
||||||
|
-- from /tb pulsecal telemetry.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
-- Strips a trailing roman-numeral rank suffix (" IV", " VII", ...) - the
|
||||||
|
-- totem-as-caster shape names the ranked unit ("Healing Stream Totem VII").
|
||||||
|
local function stripRank(src)
|
||||||
|
local _, _, base = string.find(src, "^(.-)%s+[IVXLC]+$")
|
||||||
|
if base and base ~= "" then
|
||||||
|
return base
|
||||||
|
end
|
||||||
|
return src
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Maps a raw source name to a totem name: alias table first (buff names
|
||||||
|
-- like "Mana Spring"), then any source ending in " Totem".
|
||||||
|
local function resolveSource(src)
|
||||||
|
local alias = TotemBar.PULSE_SOURCE_ALIASES and TotemBar.PULSE_SOURCE_ALIASES[src]
|
||||||
|
if alias then
|
||||||
|
return alias
|
||||||
|
end
|
||||||
|
-- Every totem's name ends in " Totem" (rank suffixes already stripped),
|
||||||
|
-- so anchor at the end - a plain substring test would false-positive on
|
||||||
|
-- player names like "Totemguy".
|
||||||
|
if string.find(src, "%sTotem$") then
|
||||||
|
return src
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
function TotemBar.parseSelfGain(msg)
|
||||||
|
if not msg then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local _, _, src = string.find(msg, "^You gain %d+ [Mm]ana from (.+)%.$")
|
||||||
|
if not src then
|
||||||
|
_, _, src = string.find(msg, "^You gain %d+ [Hh]ealth from (.+)%.$")
|
||||||
|
end
|
||||||
|
if not src then
|
||||||
|
_, _, src = string.find(msg, "^(.-) heals you for %d+%.$")
|
||||||
|
end
|
||||||
|
if not src then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return resolveSource(stripRank(src))
|
||||||
|
end
|
||||||
@@ -0,0 +1,175 @@
|
|||||||
|
-- TotemBar - core/spellindex.lua
|
||||||
|
-- A single cached name -> spellbook-slot index, replacing the four
|
||||||
|
-- separate linear GetSpellName(i, BOOKTYPE_SPELL) scans that used to be
|
||||||
|
-- duplicated across ui.lua (FindSpellIndexByName), core/cast.lua
|
||||||
|
-- (findSpellIndexByName), core/manacost.lua (findHighestRankSlot) and
|
||||||
|
-- core/known.lua (scanSpellbook/highestKnownRank). Each of those walked
|
||||||
|
-- the WHOLE spellbook on every call; SPELL_UPDATE_COOLDOWN/cast events
|
||||||
|
-- fire several of them per totem drop, so a 4-totem-drop macro press
|
||||||
|
-- could re-walk the book several times in one frame (perf review
|
||||||
|
-- 2026-07-16, TotemBar finding #14: ui.lua:210 + cast.lua:175 +
|
||||||
|
-- manacost.lua:116).
|
||||||
|
--
|
||||||
|
-- buildSpellIndex() below is PURE (no WoW API) and offline-tested: given
|
||||||
|
-- a flat array of {name=, rank=} entries in spellbook slot order (array
|
||||||
|
-- index N == what GetSpellName(N, BOOKTYPE_SPELL) returned for slot N),
|
||||||
|
-- it returns a name -> record table where each record is:
|
||||||
|
-- bookIndex - the FIRST (lowest) slot with this name. Mirrors the
|
||||||
|
-- old FindSpellIndexByName/findSpellIndexByName
|
||||||
|
-- first-match behavior (icon/cooldown/"is it known"
|
||||||
|
-- lookups don't care which rank's slot they read --
|
||||||
|
-- GetSpellTexture/GetSpellCooldown are identical across
|
||||||
|
-- ranks of the same totem).
|
||||||
|
-- maxRankIndex - the slot of the HIGHEST parsed rank. Mirrors the old
|
||||||
|
-- manacost.lua findHighestRankSlot: this is the slot
|
||||||
|
-- CastSpellByName actually casts and the one
|
||||||
|
-- tooltip/mana-cost scans must read. Falls back to the
|
||||||
|
-- LAST matching slot if no entry's rank string for this
|
||||||
|
-- name ever parsed a number (matches the old
|
||||||
|
-- fallback -- ranks are listed ascending, so the last
|
||||||
|
-- slot is still the best guess).
|
||||||
|
-- maxRank - the highest parsed rank NUMBER, or nil if none of
|
||||||
|
-- this name's entries carried a parseable rank. Mirrors
|
||||||
|
-- the old known.lua highestKnownRank() return value.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
function TotemBar.buildSpellIndex(entries)
|
||||||
|
local idx = {}
|
||||||
|
if not entries then
|
||||||
|
return idx
|
||||||
|
end
|
||||||
|
for i = 1, table.getn(entries) do
|
||||||
|
local e = entries[i]
|
||||||
|
local name = e and e.name
|
||||||
|
if name then
|
||||||
|
local rec = idx[name]
|
||||||
|
if not rec then
|
||||||
|
rec = { bookIndex = i, maxRankIndex = i, maxRank = nil }
|
||||||
|
idx[name] = rec
|
||||||
|
end
|
||||||
|
local _, _, numStr = string.find(e.rank or "", "(%d+)")
|
||||||
|
local num = numStr and tonumber(numStr)
|
||||||
|
if num and (not rec.maxRank or num > rec.maxRank) then
|
||||||
|
rec.maxRank = num
|
||||||
|
rec.maxRankIndex = i
|
||||||
|
elseif not rec.maxRank then
|
||||||
|
-- No rank number has parsed for this name in any entry
|
||||||
|
-- seen so far; keep sliding the fallback to the LAST
|
||||||
|
-- matching slot (mirrors the old findHighestRankSlot
|
||||||
|
-- fallback for names whose rank string never parses).
|
||||||
|
rec.maxRankIndex = i
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return idx
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ===== WoW-API layer (not offline-executed) =====
|
||||||
|
-- Guarded by CreateFrame's presence, same as manacost.lua's own event
|
||||||
|
-- block, so dofile-ing this module under plain Lua (offline tests)
|
||||||
|
-- never errors.
|
||||||
|
|
||||||
|
local cachedEntries = nil -- flat array {name=, rank=}, 1..n, book order
|
||||||
|
local cachedIndex = nil -- name -> {bookIndex, maxRankIndex, maxRank}
|
||||||
|
|
||||||
|
local function scanLiveSpellbook()
|
||||||
|
local entries = {}
|
||||||
|
local i = 1
|
||||||
|
while true do
|
||||||
|
local name, rank = GetSpellName(i, BOOKTYPE_SPELL)
|
||||||
|
if not name then
|
||||||
|
break
|
||||||
|
end
|
||||||
|
entries[i] = { name = name, rank = rank }
|
||||||
|
i = i + 1
|
||||||
|
end
|
||||||
|
return entries
|
||||||
|
end
|
||||||
|
|
||||||
|
local function ensureBuilt()
|
||||||
|
if cachedIndex then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
cachedEntries = scanLiveSpellbook()
|
||||||
|
cachedIndex = TotemBar.buildSpellIndex(cachedEntries)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Drops the cache; the next accessor call below rebuilds it from a
|
||||||
|
-- fresh scan (lazy -- nothing re-scans until actually asked for). Wired
|
||||||
|
-- to SPELLS_CHANGED below; also safe to call manually.
|
||||||
|
function TotemBar.invalidateSpellIndex()
|
||||||
|
cachedEntries = nil
|
||||||
|
cachedIndex = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Returns the cached name -> record index, building it lazily on first
|
||||||
|
-- access. Lazy-build matters at login/reload: the spellbook
|
||||||
|
-- (GetSpellName/GetSpellTexture) isn't reliably populated as early as
|
||||||
|
-- ADDON_LOADED fires (see ui.lua's own SPELLS_CHANGED comment) -- an
|
||||||
|
-- eager build at file-load time could cache an empty book.
|
||||||
|
function TotemBar.getSpellIndex()
|
||||||
|
ensureBuilt()
|
||||||
|
return cachedIndex
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Mirrors old FindSpellIndexByName (ui.lua) / findSpellIndexByName
|
||||||
|
-- (cast.lua): first-match spellbook slot, or nil if unknown.
|
||||||
|
function TotemBar.findSpellIndex(name)
|
||||||
|
if not name then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local rec = TotemBar.getSpellIndex()[name]
|
||||||
|
return rec and rec.bookIndex
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Mirrors old manacost.lua findHighestRankSlot: the slot of the
|
||||||
|
-- highest-known rank, or nil if unknown.
|
||||||
|
function TotemBar.findHighestRankSlot(name)
|
||||||
|
if not name then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local rec = TotemBar.getSpellIndex()[name]
|
||||||
|
return rec and rec.maxRankIndex
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Mirrors old known.lua highestKnownRank: the highest known rank
|
||||||
|
-- NUMBER, or nil if unknown / no rank string ever parsed.
|
||||||
|
function TotemBar.highestKnownRank(name)
|
||||||
|
if not name then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local rec = TotemBar.getSpellIndex()[name]
|
||||||
|
return rec and rec.maxRank
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Mirrors old known.lua scanSpellbook: flat array of every spellbook
|
||||||
|
-- entry's name, ONE PER SLOT (a multi-rank totem appears once per rank
|
||||||
|
-- it has) -- ShowFlyout's knownTotems() filter and PrintScan's raw dump
|
||||||
|
-- both rely on that shape. The by-name index above intentionally
|
||||||
|
-- collapses ranks together, so this stays a separate view over the same
|
||||||
|
-- cached scan rather than something derived from the index.
|
||||||
|
function TotemBar.scanSpellbook()
|
||||||
|
ensureBuilt()
|
||||||
|
local names = {}
|
||||||
|
for i = 1, table.getn(cachedEntries) do
|
||||||
|
names[i] = cachedEntries[i].name
|
||||||
|
end
|
||||||
|
return names
|
||||||
|
end
|
||||||
|
|
||||||
|
-- SPELLS_CHANGED is the event this codebase already relies on elsewhere
|
||||||
|
-- (manacost.lua's manaCache, ui.lua's icon refresh) for "spellbook
|
||||||
|
-- changed" -- fires on learning a new spell/rank and on talent changes.
|
||||||
|
-- LEARNED_SPELL_IN_TAB was checked and does not exist as a 1.12 client
|
||||||
|
-- event (not in this project's confirmed WoW 1.12 event list; it's a
|
||||||
|
-- later-expansion API) -- SPELLS_CHANGED alone is the correct signal.
|
||||||
|
if CreateFrame then
|
||||||
|
local siEvents = CreateFrame("Frame", "TotemBarSpellIndexEventFrame", UIParent)
|
||||||
|
siEvents:RegisterEvent("SPELLS_CHANGED")
|
||||||
|
siEvents:SetScript("OnEvent", function()
|
||||||
|
if event == "SPELLS_CHANGED" then
|
||||||
|
TotemBar.invalidateSpellIndex()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
@@ -0,0 +1,137 @@
|
|||||||
|
-- TotemBar - core/totemdata.lua
|
||||||
|
-- PURE data module (no WoW API calls) - offline-testable.
|
||||||
|
--
|
||||||
|
-- Static element -> totem name map for vanilla shaman totems.
|
||||||
|
--
|
||||||
|
-- NOTE: TurtleWoW may rename or add totems relative to vanilla 1.12.
|
||||||
|
-- Use "/tb scan" in-game to print the player's actual known totem spell
|
||||||
|
-- strings and cross-check them against this map before trusting it.
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
TotemBar.TOTEM_ELEMENTS = { "Fire", "Earth", "Water", "Air" }
|
||||||
|
|
||||||
|
TotemBar.TOTEMS_BY_ELEMENT = {
|
||||||
|
Fire = {
|
||||||
|
"Searing Totem",
|
||||||
|
"Fire Nova Totem",
|
||||||
|
"Magma Totem",
|
||||||
|
"Flametongue Totem",
|
||||||
|
"Frost Resistance Totem",
|
||||||
|
},
|
||||||
|
Earth = {
|
||||||
|
"Earthbind Totem",
|
||||||
|
"Stoneclaw Totem",
|
||||||
|
"Stoneskin Totem",
|
||||||
|
"Strength of Earth Totem",
|
||||||
|
"Tremor Totem",
|
||||||
|
},
|
||||||
|
Water = {
|
||||||
|
"Fire Resistance Totem",
|
||||||
|
"Healing Stream Totem",
|
||||||
|
"Mana Spring Totem",
|
||||||
|
"Poison Cleansing Totem",
|
||||||
|
"Disease Cleansing Totem",
|
||||||
|
"Mana Tide Totem",
|
||||||
|
},
|
||||||
|
Air = {
|
||||||
|
"Grace of Air Totem",
|
||||||
|
"Grounding Totem",
|
||||||
|
"Nature Resistance Totem",
|
||||||
|
"Sentry Totem",
|
||||||
|
"Windfury Totem",
|
||||||
|
"Windwall Totem",
|
||||||
|
"Tranquil Air Totem",
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Build the reverse lookup (totem name -> element) once at load time.
|
||||||
|
local elementByName = {}
|
||||||
|
for elemIdx = 1, table.getn(TotemBar.TOTEM_ELEMENTS) do
|
||||||
|
local element = TotemBar.TOTEM_ELEMENTS[elemIdx]
|
||||||
|
local list = TotemBar.TOTEMS_BY_ELEMENT[element]
|
||||||
|
for totemIdx = 1, table.getn(list) do
|
||||||
|
elementByName[list[totemIdx]] = element
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Returns the element ("Fire"/"Earth"/"Water"/"Air") a totem spell name
|
||||||
|
-- belongs to, or nil if the name isn't in the static map.
|
||||||
|
function TotemBar.elementOf(name)
|
||||||
|
if not name then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
return elementByName[name]
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Totem lifetime durations (seconds), tuned to TurtleWoW server timers
|
||||||
|
-- (mirrors pfUI libtotem's verified values). Keyed by totem spell name;
|
||||||
|
-- any totem not listed here falls back to DEFAULT_TOTEM_DURATION.
|
||||||
|
-- Searing Totem is rank-aware (see SEARING_TOTEM_DURATIONS below) and
|
||||||
|
-- is intentionally NOT listed in this flat table.
|
||||||
|
TotemBar.DEFAULT_TOTEM_DURATION = 120
|
||||||
|
|
||||||
|
-- Cross-checked 2026-07-16 against pfUI's own libtotem.lua duration table
|
||||||
|
-- (Interface\AddOns\pfUI\libs\libtotem.lua, Spell_Fire_SearingTotem entry:
|
||||||
|
-- {[-1]=55,[1]=30,[2]=35,[3]=40,[4]=45,[5]=50,[6]=55}) -- byte-identical to
|
||||||
|
-- the vanilla values below for every rank. TurtleWoW uses vanilla Searing
|
||||||
|
-- Totem timers, not a custom table; nothing was missing here.
|
||||||
|
TotemBar.SEARING_TOTEM_DURATIONS = {
|
||||||
|
[1] = 30,
|
||||||
|
[2] = 35,
|
||||||
|
[3] = 40,
|
||||||
|
[4] = 45,
|
||||||
|
[5] = 50,
|
||||||
|
[6] = 55,
|
||||||
|
}
|
||||||
|
TotemBar.SEARING_TOTEM_MAX_RANK = 6
|
||||||
|
TotemBar.SEARING_TOTEM_DEFAULT_DURATION = 55
|
||||||
|
|
||||||
|
TotemBar.TOTEM_DURATIONS = {
|
||||||
|
-- Fire
|
||||||
|
["Magma Totem"] = 20,
|
||||||
|
["Fire Nova Totem"] = 5,
|
||||||
|
["Flametongue Totem"] = 120,
|
||||||
|
["Frost Resistance Totem"] = 120,
|
||||||
|
-- Earth
|
||||||
|
["Stoneclaw Totem"] = 15,
|
||||||
|
["Earthbind Totem"] = 45,
|
||||||
|
["Stoneskin Totem"] = 120,
|
||||||
|
["Strength of Earth Totem"] = 120,
|
||||||
|
["Tremor Totem"] = 120,
|
||||||
|
-- Water
|
||||||
|
["Mana Tide Totem"] = 12,
|
||||||
|
["Healing Stream Totem"] = 60,
|
||||||
|
["Mana Spring Totem"] = 60,
|
||||||
|
["Fire Resistance Totem"] = 120,
|
||||||
|
["Disease Cleansing Totem"] = 120,
|
||||||
|
["Poison Cleansing Totem"] = 120,
|
||||||
|
-- Air
|
||||||
|
["Grounding Totem"] = 45,
|
||||||
|
["Grace of Air Totem"] = 120,
|
||||||
|
["Nature Resistance Totem"] = 120,
|
||||||
|
["Tranquil Air Totem"] = 120,
|
||||||
|
["Windfury Totem"] = 120,
|
||||||
|
["Windwall Totem"] = 120,
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Pure: seconds a totem will remain active for, given its exact spell
|
||||||
|
-- name and (for Searing Totem only) the player's highest known rank
|
||||||
|
-- number. Unknown/unmapped totems fall back to DEFAULT_TOTEM_DURATION
|
||||||
|
-- (a safe overestimate, rather than a timer that disappears too early).
|
||||||
|
function TotemBar.totemDuration(name, highestRank)
|
||||||
|
if not name then
|
||||||
|
return TotemBar.DEFAULT_TOTEM_DURATION
|
||||||
|
end
|
||||||
|
if name == "Searing Totem" then
|
||||||
|
if not highestRank or highestRank < 1 then
|
||||||
|
return TotemBar.SEARING_TOTEM_DEFAULT_DURATION
|
||||||
|
end
|
||||||
|
local rank = highestRank
|
||||||
|
if rank > TotemBar.SEARING_TOTEM_MAX_RANK then
|
||||||
|
rank = TotemBar.SEARING_TOTEM_MAX_RANK
|
||||||
|
end
|
||||||
|
return TotemBar.SEARING_TOTEM_DURATIONS[rank] or TotemBar.SEARING_TOTEM_DEFAULT_DURATION
|
||||||
|
end
|
||||||
|
return TotemBar.TOTEM_DURATIONS[name] or TotemBar.DEFAULT_TOTEM_DURATION
|
||||||
|
end
|
||||||
@@ -0,0 +1,123 @@
|
|||||||
|
-- TotemBar - minimap.lua
|
||||||
|
-- Hand-rolled minimap button (no LibDBIcon on 1.12). Orbits the minimap at a
|
||||||
|
-- saved angle, drag-repositions (angle persisted), left-click opens the
|
||||||
|
-- options panel, right-click toggles the bar. pfUI-safe: parent = Minimap,
|
||||||
|
-- name contains "Minimap", FrameStrata HIGH + level 9 (MEDIUM hides under
|
||||||
|
-- pfUI). /tb options is the guaranteed access path if pfUI collects/hides
|
||||||
|
-- the button. WoW-API file (parse-checked only).
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
local button = nil
|
||||||
|
|
||||||
|
-- Custom icon sheet (tools/gen_icons.js, same texture ui.lua's
|
||||||
|
-- ICONS_TEXTURE points at): 4x4 grid of 128px cells, cell 7 = minimap
|
||||||
|
-- totem glyph (transparent backing). core/pulse.lua loads before this
|
||||||
|
-- file (see the .toc), so buildRingTexCoords is already available; built
|
||||||
|
-- once here at load, not per-tick.
|
||||||
|
local MINIMAP_ICON_TEXTURE = "Interface\\AddOns\\TotemBar\\textures\\icons"
|
||||||
|
local MINIMAP_ICON_CELL = 7
|
||||||
|
local minimapIconCoords = TotemBar.buildRingTexCoords(16, 4)
|
||||||
|
|
||||||
|
-- Repositions the button on its orbit for the given angle (degrees).
|
||||||
|
local function PlaceButton(angleDeg)
|
||||||
|
if not button then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local radius = (Minimap:GetWidth() / 2) + 5
|
||||||
|
local x, y = TotemBar.angleToOffset(angleDeg, radius)
|
||||||
|
button:ClearAllPoints()
|
||||||
|
button:SetPoint("CENTER", Minimap, "CENTER", x, y)
|
||||||
|
end
|
||||||
|
|
||||||
|
local function BuildMinimapButton()
|
||||||
|
if button then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local btn = CreateFrame("Button", "TotemBarMinimapButton", Minimap)
|
||||||
|
btn:SetWidth(33)
|
||||||
|
btn:SetHeight(33)
|
||||||
|
btn:SetFrameStrata("HIGH")
|
||||||
|
btn:SetFrameLevel(9)
|
||||||
|
|
||||||
|
local icon = btn:CreateTexture(nil, "ARTWORK")
|
||||||
|
icon:SetTexture(MINIMAP_ICON_TEXTURE)
|
||||||
|
local ic = minimapIconCoords[MINIMAP_ICON_CELL]
|
||||||
|
icon:SetTexCoord(ic.l, ic.r, ic.t, ic.b)
|
||||||
|
icon:SetWidth(20)
|
||||||
|
icon:SetHeight(20)
|
||||||
|
icon:SetPoint("CENTER", btn, "CENTER", 0, 0)
|
||||||
|
|
||||||
|
local border = btn:CreateTexture(nil, "OVERLAY")
|
||||||
|
border:SetTexture("Interface\\Minimap\\MiniMap-TrackingBorder")
|
||||||
|
-- Vanilla default-UI recipe (MiniMapTrackingButton in FrameXML): a 54px
|
||||||
|
-- border anchored TOPLEFT(0,0) on a 33px button. The ring is deliberately
|
||||||
|
-- off-centre WITHIN the texture, so it lands concentric with the icon at
|
||||||
|
-- this exact anchor/size - do NOT "centre" it (that pushes the ring off).
|
||||||
|
border:SetWidth(54)
|
||||||
|
border:SetHeight(54)
|
||||||
|
border:SetPoint("TOPLEFT", btn, "TOPLEFT", 0, 0)
|
||||||
|
|
||||||
|
btn:SetHighlightTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight")
|
||||||
|
|
||||||
|
btn.angle = TotemBarDB.minimapAngle or 225
|
||||||
|
|
||||||
|
-- Drag (repositions around the orbit). Drag needs the movement threshold,
|
||||||
|
-- so a plain click still fires OnClick; the two coexist (verified 1.12
|
||||||
|
-- pattern).
|
||||||
|
btn:RegisterForDrag("LeftButton")
|
||||||
|
btn.isDragging = false
|
||||||
|
btn:SetScript("OnDragStart", function() this.isDragging = true end)
|
||||||
|
btn:SetScript("OnDragStop", function()
|
||||||
|
this.isDragging = false
|
||||||
|
TotemBarDB.minimapAngle = this.angle
|
||||||
|
end)
|
||||||
|
btn:SetScript("OnUpdate", function()
|
||||||
|
if not this.isDragging then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local mx, my = GetCursorPosition()
|
||||||
|
local scale = Minimap:GetEffectiveScale()
|
||||||
|
mx = mx / scale
|
||||||
|
my = my / scale
|
||||||
|
local cx, cy = Minimap:GetCenter()
|
||||||
|
this.angle = math.deg(math.atan2(my - cy, mx - cx))
|
||||||
|
PlaceButton(this.angle)
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Clicks: left = options, right = toggle bar.
|
||||||
|
btn:RegisterForClicks("LeftButtonUp", "RightButtonUp")
|
||||||
|
btn:SetScript("OnClick", function()
|
||||||
|
if arg1 == "RightButton" then
|
||||||
|
if TotemBar.ToggleBar then TotemBar.ToggleBar() end
|
||||||
|
else
|
||||||
|
if TotemBar.ToggleOptions then TotemBar.ToggleOptions() end
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
btn:SetScript("OnEnter", function()
|
||||||
|
GameTooltip:SetOwner(this, "ANCHOR_LEFT")
|
||||||
|
GameTooltip:SetText("TotemBar")
|
||||||
|
GameTooltip:AddLine("Left-click: Options", 0.9, 0.9, 0.9)
|
||||||
|
GameTooltip:AddLine("Right-click: Toggle bar", 0.9, 0.9, 0.9)
|
||||||
|
GameTooltip:AddLine("Drag: reposition", 0.9, 0.9, 0.9)
|
||||||
|
GameTooltip:Show()
|
||||||
|
end)
|
||||||
|
btn:SetScript("OnLeave", function() GameTooltip:Hide() end)
|
||||||
|
|
||||||
|
button = btn
|
||||||
|
PlaceButton(btn.angle)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Build on ADDON_LOADED (SavedVariables are populated by then, same as the
|
||||||
|
-- bar). Guarded; never on PLAYER_ENTERING_WORLD (would re-run and leak
|
||||||
|
-- textures).
|
||||||
|
local ev = CreateFrame("Frame", "TotemBarMinimapEventFrame", UIParent)
|
||||||
|
ev:RegisterEvent("ADDON_LOADED")
|
||||||
|
ev:SetScript("OnEvent", function()
|
||||||
|
if event == "ADDON_LOADED" and arg1 == "TotemBar" then
|
||||||
|
BuildMinimapButton()
|
||||||
|
ev:UnregisterEvent("ADDON_LOADED")
|
||||||
|
end
|
||||||
|
end)
|
||||||
@@ -0,0 +1,456 @@
|
|||||||
|
-- TotemBar - options.lua
|
||||||
|
-- Standalone options panel (no Blizzard InterfaceOptions integration). Built
|
||||||
|
-- once (lazy) on first ToggleOptions; repopulated from TotemBarDB on show.
|
||||||
|
-- Opened by the minimap button's left-click and by /tb options. WoW-API
|
||||||
|
-- file (parse-checked only). Widget wiring uses 1.12 templates:
|
||||||
|
-- UICheckButtonTemplate (GetChecked() -> 1/nil) and OptionsSliderTemplate
|
||||||
|
-- (SetMinMaxValues before SetValue; $parentLow/$parentHigh/$parentText).
|
||||||
|
|
||||||
|
TotemBar = TotemBar or {}
|
||||||
|
|
||||||
|
local ChatOut = DEFAULT_CHAT_FRAME or ChatFrame1
|
||||||
|
local optionsFrame = nil
|
||||||
|
|
||||||
|
-- Applies pfUI's font to a FontString (the main "matches pfUI" tweak) at the
|
||||||
|
-- given size, or falls back to a small game font when pfUI is absent.
|
||||||
|
local function ApplyFont(fontString, size)
|
||||||
|
if not fontString then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if pfUI and pfUI.font_default then
|
||||||
|
local sz = size or (pfUI_config and pfUI_config.global and pfUI_config.global.font_size) or 12
|
||||||
|
fontString:SetFont(pfUI.font_default, sz)
|
||||||
|
else
|
||||||
|
fontString:SetFontObject(GameFontNormalSmall)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Adds a wrapped explanatory GameTooltip on hover. Chains any existing
|
||||||
|
-- OnEnter/OnLeave (e.g. pfUI's SkinButton hover-highlight) instead of
|
||||||
|
-- replacing it, so skinning still works. No HookScript on 1.12.
|
||||||
|
local function AddTooltip(widget, text)
|
||||||
|
if not widget or not text then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
widget.tbTip = text
|
||||||
|
local oldEnter = widget:GetScript("OnEnter")
|
||||||
|
local oldLeave = widget:GetScript("OnLeave")
|
||||||
|
widget:SetScript("OnEnter", function()
|
||||||
|
if oldEnter then oldEnter() end
|
||||||
|
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
|
||||||
|
GameTooltip:SetText(this.tbTip, 1, 1, 1, 1, 1)
|
||||||
|
GameTooltip:Show()
|
||||||
|
end)
|
||||||
|
widget:SetScript("OnLeave", function()
|
||||||
|
if oldLeave then oldLeave() end
|
||||||
|
GameTooltip:Hide()
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Unique widget-name counters (template child labels resolve via getglobal,
|
||||||
|
-- so every widget needs a non-nil, unique frame name).
|
||||||
|
local cbIndex = 0
|
||||||
|
local slIndex = 0
|
||||||
|
|
||||||
|
-- Factory: a labeled checkbox wired to getter/setter. getter()->boolean,
|
||||||
|
-- setter(boolean). Returns the CheckButton.
|
||||||
|
local function CreateCheckbox(parent, label, getter, setter)
|
||||||
|
cbIndex = cbIndex + 1
|
||||||
|
local name = "TotemBarOptCheck" .. cbIndex
|
||||||
|
local cb = CreateFrame("CheckButton", name, parent, "UICheckButtonTemplate")
|
||||||
|
cb:SetWidth(24)
|
||||||
|
cb:SetHeight(24)
|
||||||
|
local lbl = getglobal(name .. "Text")
|
||||||
|
if lbl then
|
||||||
|
lbl:SetText(label)
|
||||||
|
ApplyFont(lbl)
|
||||||
|
end
|
||||||
|
cb.tbGet = getter
|
||||||
|
cb.tbSet = setter
|
||||||
|
cb:SetScript("OnClick", function()
|
||||||
|
this.tbSet(this:GetChecked() == 1)
|
||||||
|
end)
|
||||||
|
if pfUI and pfUI.api and pfUI.api.SkinCheckbox then
|
||||||
|
pfUI.api.SkinCheckbox(cb)
|
||||||
|
end
|
||||||
|
return cb
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Factory: a labeled slider wired to getter/setter over [minVal,maxVal] in
|
||||||
|
-- `step` increments. `fmt` is a printf pattern for the live value text
|
||||||
|
-- (e.g. "UI size: %.2f"). Returns the Slider.
|
||||||
|
local function CreateSlider(parent, label, minVal, maxVal, step, fmt, getter, setter)
|
||||||
|
slIndex = slIndex + 1
|
||||||
|
local name = "TotemBarOptSlider" .. slIndex
|
||||||
|
local sl = CreateFrame("Slider", name, parent, "OptionsSliderTemplate")
|
||||||
|
sl:SetWidth(200)
|
||||||
|
sl:SetHeight(16)
|
||||||
|
sl:SetMinMaxValues(minVal, maxVal) -- BEFORE SetValue, else clamps to 0
|
||||||
|
sl:SetValueStep(step)
|
||||||
|
local low, high, txt = getglobal(name .. "Low"), getglobal(name .. "High"), getglobal(name .. "Text")
|
||||||
|
if low then low:SetText(tostring(minVal)); ApplyFont(low) end
|
||||||
|
if high then high:SetText(tostring(maxVal)); ApplyFont(high) end
|
||||||
|
if txt then
|
||||||
|
-- Left-align the value label above the slider (the template centers it),
|
||||||
|
-- so it lines up with the left-aligned checkbox labels. pfUI font.
|
||||||
|
txt:ClearAllPoints()
|
||||||
|
txt:SetPoint("BOTTOMLEFT", sl, "TOPLEFT", 0, 2)
|
||||||
|
txt:SetJustifyH("LEFT")
|
||||||
|
ApplyFont(txt)
|
||||||
|
end
|
||||||
|
sl.tbLabel = label
|
||||||
|
sl.tbFmt = fmt
|
||||||
|
sl.tbText = txt
|
||||||
|
sl.tbSet = setter
|
||||||
|
sl.tbGet = getter
|
||||||
|
sl:SetScript("OnValueChanged", function()
|
||||||
|
local v = this:GetValue()
|
||||||
|
if this.tbText then
|
||||||
|
this.tbText:SetText(string.format(this.tbFmt, v))
|
||||||
|
end
|
||||||
|
this.tbSet(v)
|
||||||
|
end)
|
||||||
|
if pfUI and pfUI.api and pfUI.api.SkinSlider then
|
||||||
|
pfUI.api.SkinSlider(sl)
|
||||||
|
end
|
||||||
|
return sl
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Label text for the bar-layout cycle button, reflecting the current choice.
|
||||||
|
local function BarLayoutLabel()
|
||||||
|
return "Layout: " .. (TotemBarDB.barLayout or "1x6")
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Factory: a labeled push button wired to an onClick. Returns the Button.
|
||||||
|
-- Named (project convention: name all frames) so the pfDebug profiler can attribute it.
|
||||||
|
local function CreateButton(parent, name, label, onClick)
|
||||||
|
local btn = CreateFrame("Button", name, parent, "UIPanelButtonTemplate")
|
||||||
|
btn:SetWidth(140)
|
||||||
|
btn:SetHeight(22)
|
||||||
|
btn:SetText(label)
|
||||||
|
btn:SetScript("OnClick", onClick)
|
||||||
|
if pfUI and pfUI.api and pfUI.api.SkinButton then
|
||||||
|
pfUI.api.SkinButton(btn)
|
||||||
|
end
|
||||||
|
return btn
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Factory: a static hairline divider spanning the panel's content width at
|
||||||
|
-- cursor position y (Rev 4 UI chrome, section-break decoration). Anonymous
|
||||||
|
-- texture - it's a static decoration, not an interactive/named widget.
|
||||||
|
local function CreateDivider(parent, y)
|
||||||
|
local d = parent:CreateTexture(nil, "ARTWORK")
|
||||||
|
d:SetTexture(TotemBar.UI_TEXTURE)
|
||||||
|
local c = TotemBar.uiCoords[TotemBar.UI_DIVIDER_CELL]
|
||||||
|
d:SetTexCoord(c.l, c.r, c.t, c.b)
|
||||||
|
d:SetPoint("TOPLEFT", parent, "TOPLEFT", 14, y)
|
||||||
|
d:SetPoint("TOPRIGHT", parent, "TOPRIGHT", -14, y)
|
||||||
|
d:SetHeight(7)
|
||||||
|
return d
|
||||||
|
end
|
||||||
|
|
||||||
|
-- All widgets, stored so OnShow can repopulate them from TotemBarDB.
|
||||||
|
local widgets = {}
|
||||||
|
|
||||||
|
local function BuildOptionsFrame()
|
||||||
|
if optionsFrame then
|
||||||
|
return optionsFrame
|
||||||
|
end
|
||||||
|
|
||||||
|
local f = CreateFrame("Frame", "TotemBarOptionsFrame", UIParent)
|
||||||
|
f:SetWidth(280)
|
||||||
|
-- 472 + 44 + 28 + 28 + 44 + 28: room for the header emblem (+16, taller
|
||||||
|
-- than the old title-only header), two section dividers (+14 each), the
|
||||||
|
-- "Show pulse waves" checkbox row (+28, the pulse ring's countdown
|
||||||
|
-- readout sits alongside the ripple), the bar-layout cycle button row
|
||||||
|
-- (+28), the "Button spacing" slider row (+44, same slider-row
|
||||||
|
-- height as guard/gap/scale above it), and the "Show drop-all button"
|
||||||
|
-- checkbox row (+28) - see the layout-cursor deltas below (same
|
||||||
|
-- mechanism as the Task-5 height bump). Not cosmetic: without the last
|
||||||
|
-- +28 the "Key bind mode" button would land on the version footer.
|
||||||
|
f:SetHeight(628)
|
||||||
|
f:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
|
||||||
|
f:SetFrameStrata("DIALOG")
|
||||||
|
-- Rev 4 UI chrome: shared bespoke panel skin (see ui.lua's PANEL_BACKDROP)
|
||||||
|
-- instead of the Blizzard dialog backdrop or pfUI's generic skin, so the
|
||||||
|
-- options panel matches the bar's own art (emblem/dividers below pair
|
||||||
|
-- with this border/bg specifically).
|
||||||
|
f:SetBackdrop(TotemBar.PANEL_BACKDROP)
|
||||||
|
f:SetBackdropColor(1, 1, 1, 0.97)
|
||||||
|
f:SetMovable(true)
|
||||||
|
f:EnableMouse(true)
|
||||||
|
f:RegisterForDrag("LeftButton")
|
||||||
|
f:SetScript("OnDragStart", function() this:StartMoving() end)
|
||||||
|
f:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
|
||||||
|
f:SetClampedToScreen(true)
|
||||||
|
|
||||||
|
-- Plain gold title, no emblem (the Rev-4 totem glyph was removed on
|
||||||
|
-- user request - the silhouette read, well, unfortunate).
|
||||||
|
local title = f:CreateFontString("TotemBarOptionsTitle", "OVERLAY", "GameFontNormal")
|
||||||
|
title:SetPoint("TOPLEFT", f, "TOPLEFT", 16, -16)
|
||||||
|
title:SetText("TotemBar Options")
|
||||||
|
ApplyFont(title, 14)
|
||||||
|
title:SetTextColor(0.85, 0.66, 0.31)
|
||||||
|
|
||||||
|
local close = CreateFrame("Button", "TotemBarOptionsClose", f, "UIPanelCloseButton")
|
||||||
|
close:SetPoint("TOPRIGHT", f, "TOPRIGHT", -8, -8)
|
||||||
|
if pfUI and pfUI.api and pfUI.api.SkinCloseButton then
|
||||||
|
pfUI.api.SkinCloseButton(close, f)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Layout cursor (back to the title-only header spacing).
|
||||||
|
local x = 24
|
||||||
|
local y = -44
|
||||||
|
local function place(w, dy)
|
||||||
|
w:SetPoint("TOPLEFT", f, "TOPLEFT", x, y)
|
||||||
|
y = y + dy
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Checkboxes.
|
||||||
|
widgets.lock = CreateCheckbox(f, "Lock bar",
|
||||||
|
function() return TotemBarDB.locked end,
|
||||||
|
function(v) TotemBarDB.locked = v end)
|
||||||
|
place(widgets.lock, -28)
|
||||||
|
AddTooltip(widgets.lock, "Locks the bar in place so you can't drag it by accident. Uncheck to reposition it.")
|
||||||
|
|
||||||
|
widgets.autoRecall = CreateCheckbox(f, "Auto-recall before setting",
|
||||||
|
function() return TotemBarDB.autoRecall end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.autoRecall = v
|
||||||
|
if TotemBar.RefreshRecallIndicator then TotemBar.RefreshRecallIndicator() end
|
||||||
|
end)
|
||||||
|
place(widgets.autoRecall, -28)
|
||||||
|
AddTooltip(widgets.autoRecall, "When on, the Totems macro casts Totemic Recall before re-dropping your totems (refunds some mana when relocating).")
|
||||||
|
|
||||||
|
widgets.show = CreateCheckbox(f, "Show bar",
|
||||||
|
function() return not TotemBarDB.hidden end,
|
||||||
|
function(v)
|
||||||
|
if v then
|
||||||
|
TotemBarDB.hidden = false
|
||||||
|
if TotemBarFrame then TotemBarFrame:Show() end
|
||||||
|
else
|
||||||
|
TotemBarDB.hidden = true
|
||||||
|
if TotemBarFrame then TotemBarFrame:Hide() end
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
place(widgets.show, -28)
|
||||||
|
AddTooltip(widgets.show, "Shows or hides the totem bar. The choice is remembered between sessions.")
|
||||||
|
|
||||||
|
-- Same kind of switch as "Show bar" above (visibility only, not a
|
||||||
|
-- feature toggle), hence the same group. ApplyBarLayout hides/shows the
|
||||||
|
-- button AND re-lays out the grid, so the bar resizes immediately -
|
||||||
|
-- no /reload needed.
|
||||||
|
widgets.dropSet = CreateCheckbox(f, "Show drop-all button",
|
||||||
|
function() return TotemBarDB.showDropSetButton end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.showDropSetButton = v
|
||||||
|
if TotemBar.ApplyBarLayout then TotemBar.ApplyBarLayout() end
|
||||||
|
end)
|
||||||
|
place(widgets.dropSet, -40)
|
||||||
|
AddTooltip(widgets.dropSet, "Shows or hides the 'Drop all totems' button on the bar. Its key binding keeps working while it is hidden - rebind it under Key Bindings in the game menu.")
|
||||||
|
|
||||||
|
widgets.ring = CreateCheckbox(f, "Show duration ring",
|
||||||
|
function() return TotemBarDB.showDurationRing end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.showDurationRing = v
|
||||||
|
if TotemBar.RefreshPulseUI then TotemBar.RefreshPulseUI() end
|
||||||
|
end)
|
||||||
|
place(widgets.ring, -28)
|
||||||
|
AddTooltip(widgets.ring, "Shows a colored arc on each button's ring that empties as the totem's remaining time runs out. The ring frame itself always stays visible.")
|
||||||
|
|
||||||
|
widgets.pulse = CreateCheckbox(f, "Show pulse ring",
|
||||||
|
function() return TotemBarDB.showPulseBars end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.showPulseBars = v
|
||||||
|
if TotemBar.RefreshPulseUI then TotemBar.RefreshPulseUI() end
|
||||||
|
end)
|
||||||
|
place(widgets.pulse, -28)
|
||||||
|
AddTooltip(widgets.pulse, "Shows a thin inner ring around the icon that fills up toward the totem's next pulse, then resets.")
|
||||||
|
|
||||||
|
widgets.pulseWaves = CreateCheckbox(f, "Show pulse waves",
|
||||||
|
function() return TotemBarDB.showPulseWaves end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.showPulseWaves = v
|
||||||
|
if TotemBar.RefreshPulseUI then TotemBar.RefreshPulseUI() end
|
||||||
|
end)
|
||||||
|
place(widgets.pulseWaves, -28)
|
||||||
|
AddTooltip(widgets.pulseWaves, "Shows an expanding ripple in the totem's color each time a pulsing totem fires.")
|
||||||
|
|
||||||
|
widgets.timerText = CreateCheckbox(f, "Show countdown text",
|
||||||
|
function() return TotemBarDB.showTimerText end,
|
||||||
|
function(v)
|
||||||
|
TotemBarDB.showTimerText = v
|
||||||
|
if TotemBar.RefreshPulseUI then TotemBar.RefreshPulseUI() end
|
||||||
|
end)
|
||||||
|
place(widgets.timerText, -28)
|
||||||
|
AddTooltip(widgets.timerText, "Shows the remaining-seconds text under each element button (the ring shows the same information graphically).")
|
||||||
|
|
||||||
|
-- Bar-layout cycle button: click steps through TotemBar.BAR_LAYOUTS
|
||||||
|
-- (wrapping), saves the choice, and re-lays out the live bar.
|
||||||
|
widgets.layout = CreateButton(f, "TotemBarOptLayoutButton", BarLayoutLabel(), function()
|
||||||
|
local layouts = TotemBar.BAR_LAYOUTS
|
||||||
|
local n = table.getn(layouts)
|
||||||
|
local current = TotemBarDB.barLayout or "1x6"
|
||||||
|
local currentIdx = 1
|
||||||
|
for i = 1, n do
|
||||||
|
if layouts[i] == current then
|
||||||
|
currentIdx = i
|
||||||
|
end
|
||||||
|
end
|
||||||
|
local nextIdx = math.mod(currentIdx, n) + 1
|
||||||
|
TotemBarDB.barLayout = layouts[nextIdx]
|
||||||
|
this:SetText(BarLayoutLabel())
|
||||||
|
if TotemBar.ApplyBarLayout then
|
||||||
|
TotemBar.ApplyBarLayout()
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
place(widgets.layout, -28)
|
||||||
|
AddTooltip(widgets.layout, "Cycles the bar arrangement: one row of six, two rows of three, or three rows of two.")
|
||||||
|
|
||||||
|
-- Section divider (Rev 4 UI chrome): checkboxes above, sliders below.
|
||||||
|
CreateDivider(f, y)
|
||||||
|
y = y - 14
|
||||||
|
|
||||||
|
-- Sliders (leave headroom below each for its low/high/value text).
|
||||||
|
widgets.guard = CreateSlider(f, "Recall guard (sec)", 0, 5, 0.5, "Recall guard: %.1fs",
|
||||||
|
function() return TotemBarDB.recallGuardSeconds end,
|
||||||
|
function(v) TotemBarDB.recallGuardSeconds = v end)
|
||||||
|
place(widgets.guard, -44)
|
||||||
|
AddTooltip(widgets.guard, "A second press of the Totems macro within this many seconds skips Totemic Recall, so a double-press won't pull the totems you just dropped. 0 = no guard.")
|
||||||
|
|
||||||
|
widgets.gap = CreateSlider(f, "Cycle reset gap (sec)", 0.5, 5, 0.5, "Cycle gap: %.1fs",
|
||||||
|
function() return TotemBarDB.gapSeconds end,
|
||||||
|
function(v) TotemBarDB.gapSeconds = v end)
|
||||||
|
place(widgets.gap, -44)
|
||||||
|
AddTooltip(widgets.gap, "How long a pause (in seconds) restarts the one-per-press cast cycle back at the first totem.")
|
||||||
|
|
||||||
|
widgets.scale = CreateSlider(f, "UI size", 0.5, 2.0, 0.05, "UI size: %.2f",
|
||||||
|
function() return TotemBarDB.scale end,
|
||||||
|
function(v)
|
||||||
|
if TotemBar.SetBarScale then
|
||||||
|
TotemBar.SetBarScale(v)
|
||||||
|
elseif TotemBarFrame then
|
||||||
|
TotemBarDB.scale = v
|
||||||
|
TotemBarFrame:SetScale(v)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
place(widgets.scale, -44)
|
||||||
|
AddTooltip(widgets.scale, "Scales the whole bar. It stays anchored at its top-left corner, and the flyout scales with it.")
|
||||||
|
|
||||||
|
widgets.buttonGap = CreateSlider(f, "Button spacing", 10, 30, 1, "Spacing: %.0fpx",
|
||||||
|
function() return TotemBarDB.buttonGap end,
|
||||||
|
function(v)
|
||||||
|
if TotemBar.SetButtonGap then
|
||||||
|
TotemBar.SetButtonGap(v)
|
||||||
|
else
|
||||||
|
TotemBarDB.buttonGap = v
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
place(widgets.buttonGap, -44)
|
||||||
|
AddTooltip(widgets.buttonGap, "Distance between the bar buttons. Applies immediately.")
|
||||||
|
|
||||||
|
-- Section divider (Rev 4 UI chrome): sliders above, action buttons below.
|
||||||
|
CreateDivider(f, y)
|
||||||
|
y = y - 14
|
||||||
|
|
||||||
|
optionsFrame = f
|
||||||
|
-- Buttons (Reset position, Create macro) are added in Task 4.
|
||||||
|
if TotemBar.BuildOptionsButtons then
|
||||||
|
TotemBar.BuildOptionsButtons(f, x, y)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Repopulate every widget from TotemBarDB whenever the panel shows.
|
||||||
|
f:SetScript("OnShow", function()
|
||||||
|
widgets.lock:SetChecked(TotemBarDB.locked and 1 or nil)
|
||||||
|
widgets.autoRecall:SetChecked(TotemBarDB.autoRecall and 1 or nil)
|
||||||
|
widgets.show:SetChecked((not TotemBarDB.hidden) and 1 or nil)
|
||||||
|
widgets.dropSet:SetChecked(TotemBarDB.showDropSetButton and 1 or nil)
|
||||||
|
widgets.ring:SetChecked(TotemBarDB.showDurationRing and 1 or nil)
|
||||||
|
widgets.pulse:SetChecked(TotemBarDB.showPulseBars and 1 or nil)
|
||||||
|
widgets.pulseWaves:SetChecked(TotemBarDB.showPulseWaves and 1 or nil)
|
||||||
|
widgets.timerText:SetChecked(TotemBarDB.showTimerText and 1 or nil)
|
||||||
|
widgets.layout:SetText(BarLayoutLabel())
|
||||||
|
widgets.guard:SetValue(TotemBar.clampValue(TotemBarDB.recallGuardSeconds, 0, 5))
|
||||||
|
widgets.gap:SetValue(TotemBar.clampValue(TotemBarDB.gapSeconds, 0.5, 5))
|
||||||
|
widgets.scale:SetValue(TotemBar.clampValue(TotemBarDB.scale, 0.5, 2.0))
|
||||||
|
widgets.buttonGap:SetValue(TotemBar.clampValue(TotemBarDB.buttonGap, 10, 30))
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Version footer (bottom-centre), read from the .toc so it always matches
|
||||||
|
-- the real addon version instead of a hardcoded duplicate.
|
||||||
|
local ver = (GetAddOnMetadata and GetAddOnMetadata("TotemBar", "Version")) or "0.1.0"
|
||||||
|
local verFS = f:CreateFontString("TotemBarOptionsVersion", "OVERLAY")
|
||||||
|
ApplyFont(verFS, 10)
|
||||||
|
verFS:SetPoint("BOTTOM", f, "BOTTOM", 0, 6)
|
||||||
|
verFS:SetText("v" .. ver)
|
||||||
|
verFS:SetTextColor(0.6, 0.6, 0.6)
|
||||||
|
|
||||||
|
-- ESC closes it.
|
||||||
|
tinsert(UISpecialFrames, "TotemBarOptionsFrame")
|
||||||
|
|
||||||
|
f:Hide()
|
||||||
|
return f
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Creates or updates the "Totems" convenience macro from TotemBar.macroSpec.
|
||||||
|
-- General (account) macro, capped at 18 in 1.12; if the cap is full and no
|
||||||
|
-- "Totems" macro exists yet, reports and does nothing. Never auto-places it
|
||||||
|
-- on the action bar (no 1.12 API for that - the player drags it).
|
||||||
|
local function ApplyTotemsMacro()
|
||||||
|
local name, body, icon = TotemBar.macroSpec()
|
||||||
|
local existing = GetMacroIndexByName(name)
|
||||||
|
if existing and existing > 0 then
|
||||||
|
EditMacro(existing, name, icon, body, 1, nil)
|
||||||
|
ChatOut:AddMessage("TotemBar: '" .. name .. "' macro updated - drag it to your action bar.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local numGlobal = GetNumMacros() -- returns global, perChar in 1.12
|
||||||
|
if numGlobal and numGlobal >= 18 then
|
||||||
|
ChatOut:AddMessage("TotemBar: macro slots full (18) - free one and retry.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
CreateMacro(name, icon, body, nil)
|
||||||
|
ChatOut:AddMessage("TotemBar: '" .. name .. "' macro created - drag it to your action bar.")
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Adds the Reset-position and Create-macro buttons to the options frame.
|
||||||
|
-- Called by BuildOptionsFrame (Task 3) after the sliders, at layout cursor
|
||||||
|
-- (x, yStart). Kept separate so the panel body and the action buttons are
|
||||||
|
-- two focused units.
|
||||||
|
function TotemBar.BuildOptionsButtons(f, x, yStart)
|
||||||
|
-- Full content width (frame width minus the left/right margin x), so the
|
||||||
|
-- buttons read as a balanced block instead of a narrow left-biased pair.
|
||||||
|
local w = f:GetWidth() - (x * 2)
|
||||||
|
|
||||||
|
local reset = CreateButton(f, "TotemBarOptResetButton", "Reset position", function()
|
||||||
|
if TotemBar.ResetPosition then TotemBar.ResetPosition() end
|
||||||
|
end)
|
||||||
|
reset:SetWidth(w)
|
||||||
|
reset:SetPoint("TOPLEFT", f, "TOPLEFT", x, yStart)
|
||||||
|
AddTooltip(reset, "Moves the bar back to the center of the screen.")
|
||||||
|
|
||||||
|
local macro = CreateButton(f, "TotemBarOptMacroButton", "Create 'Totems' macro", function()
|
||||||
|
ApplyTotemsMacro()
|
||||||
|
end)
|
||||||
|
macro:SetWidth(w)
|
||||||
|
macro:SetPoint("TOPLEFT", f, "TOPLEFT", x, yStart - 28)
|
||||||
|
AddTooltip(macro, "Creates or updates a 'Totems' macro that drops all four chosen totems in one press. Drag it from the macro window to your action bar.")
|
||||||
|
|
||||||
|
local bind = CreateButton(f, "TotemBarOptBindButton", "Key bind mode", function()
|
||||||
|
if TotemBar.ToggleBindMode then TotemBar.ToggleBindMode() end
|
||||||
|
end)
|
||||||
|
bind:SetWidth(w)
|
||||||
|
bind:SetPoint("TOPLEFT", f, "TOPLEFT", x, yStart - 56)
|
||||||
|
AddTooltip(bind, "Toggle bind mode, then hover any bar button or a flyout totem and press a key to bind it. ESC clears. Bindings are saved automatically.")
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Show/hide the options panel (builds it lazily). Left-click on the minimap
|
||||||
|
-- button and /tb options both call this.
|
||||||
|
function TotemBar.ToggleOptions()
|
||||||
|
local f = BuildOptionsFrame()
|
||||||
|
if f:IsShown() then
|
||||||
|
f:Hide()
|
||||||
|
else
|
||||||
|
f:Show()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
After Width: | Height: | Size: 117 KiB |
|
After Width: | Height: | Size: 292 KiB |
|
After Width: | Height: | Size: 188 KiB |
|
After Width: | Height: | Size: 418 KiB |
|
After Width: | Height: | Size: 226 KiB |
|
After Width: | Height: | Size: 490 KiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 64 KiB |
|
After Width: | Height: | Size: 8.0 KiB |
|
After Width: | Height: | Size: 256 KiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 256 KiB |